Resume
Visa Status: Canadian Citizen and New Zealand Citizen
Professional History in Film & Game Development
Work History
Senior Technical Artist (CFX Specialist) - Insomniac Games - Remote (August 2022 - Present)
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Product owner of migrating the muscle simulation work from Maya Ziva Dynamics into a fully procedural Houdini workflow that improves efficiency by 90%.
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Created a plug-and-play template that requires very little intervention from tech anim artists to produce muscle sims.
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Workflow and standard overhaul communicated with Art, Rigging, and Pipeline Departments to ensure consistent inputs/outputs for our Creature FX department
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Responsible for documenting all of the physique/anatomy-related work from Maya through to Houdini and how to produce good quality ML deformation outputs
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Integrated the muscle deformation outputs to flow into the outfit simulation workflow smoothly to create outfit simulation training data for game characters
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Run shot work cloth simulation for game cinematic sequences
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Work on character outfit variations and create simulation + training data to add real-time ML cloth folds and wrinkles
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Create comprehensive documentation on confluence for new hires and Tech Anim team to reference new workflows and practices
Senior Creature TD - Industrial Light & Magic - Vancouver (Jan 2022-Aug 2022 | Jul 2020-Dec 2020 | Dec 2017-Dec 2019)
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Creation of animation rigs for live-action and feature-animated movies, including digi-doubles, cartoony characters, vehicles, props and creatures
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Creation of cloth and muscle rig setup on Digi-doubles
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Shot simulation including cloth, hair, muscles, and shot fixing
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Write animation and rigging tools tailored to project and artist needs
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Contribute to new rigging modules in BlockParty 2
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Create documentation for new workflows on confluence
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Troubleshoot assets and shot issues on JIRA that arise during production
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Maintain and update rigs and their variations throughout the project
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Direct communication with Leads and Supervisors when developing custom rigs on a feature animated show
Senior Rigging Artist - Tangent Animation - Toronto, Canada (May 2021 - Aug 2021)
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Responsible for developing new face rig modules and RnD rig prototypes
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Used NXT node-base graph plugin for Maya in conjunction with mGear
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Direct communication with Supervisors from the modelling and animation department to help plan upcoming and current assets including topology feedback, technical constraints and artistic feedback
Termination due to studio-wide shutdown
Key Artist - Rigging and Technical Animator - Mr. X Inc - Toronto, Canada (Dec 2020-Jun 2021 | Jan 2020-Jun 2020)
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Responsible for setting up hero animation rigs (biped, quadruped, wings creatures)
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Created a code library function sets and rig modules including FK/IK/Wing in Python (OOP)
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Created utility scripts in python to help with rig/sim rebuilds as well as initialization scripts for running shots
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Setup muscle sim rigs using Ziva Dynamics and run shots
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Create CFX setup for cloth, hair and skin/muscles using Vellum
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Run CFX show work for a variety of shows
Rigging / Character FX Artist - Cinesite - Montreal, Canada (Mar 2017-Dec 2017)
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Created face rigs on a feature film movie including joint setup, skin weight painting and creation of blendshape sculpts
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Assisted the CFX department on setting up cloth simulation rigs using nCloth
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Developed tools to assist the CFX department in building cloth rigs
Rigger - Flying Bark Productions - Sydney , Australia (Oct 2016-Dec 2016)
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Created character rigs for Maya the Bee 2
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Rigs included body, face and props
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Utilized the in-house rigging system and created post-script rigs to allow rig rebuildability
Rigging TD - Luma Pictures - Melbourne, Australia (July 2016-Sept 2016)
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Sole rigger and technical artist on a project bidding called Arkie.
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Created custom rigs for the characters and created environment dynamics
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Assisted in rigging assets for a number of shows including Doctor Strange, Alien: Covenant, and Underworld: Blood Wars
CG Artist - Mechanic Animation - Wellington, New Zealand (Sept 2015- Jul 2016)
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CG Generalist and Rigger working in 3Ds Max, Modo for asset modelling and Maya