EXPERIENCE:

Pixar Animation Studios, Emeryville, CA,  March 2015 – Present

Elemental
Character Modeling Lead
• Collaborated with Director, Art, and Chars leadership to establish and maintain the look of the characters
• Provided mentorship, guidance, and coaching for finding character appeal within the films unique aesthetic
• Modeled and rigged primary, tertiary, and background characters

Lightyear
Character Technical Director
• Modeled and rough rigged Buzz Lightyear’s featured Space Ranger Suit
• Modeled and rigged character props for production

Red
Character Technical Director
• Sculpted digital posed maquettes to flush out character designs
• Modeled and rigged characters for production

Soul
3d Designer and Character Technical Director
• Created concept designs to establish the look of the “soul world”
• Modeled and rigged characters for production

Onward
3d Designer and Sets Technical Director
• Modeled, shaded, lit, and rendered “3d paintings” to help establish the look of the film
• Modeled sets, vehicles, and props for production

Incredibles 2
Sets Technical Director
• Modeled sets and props
• Modeled and created rough animation for transforming vehicles

Coco
Sets Technical Director
• Modeled sets and props
• Created the tower models which comprise the majority of the City of the Dead

The Good Dinosaur
Sets Technical Director
• Modeled organic sets and props
• Digitally sculpted high-rez hero set pieces

 

PDI/Dreamworks, Redwood City, CA,  October 2010 – March 2015

Trolls
Sr. Modeler, Designer
• Modeled main and generic characters
• Designed, modeled, and painted "preview" textures for several set locations

Development
Designer, Generalist
• Collaborated with Director and Production Designer to achieve a specific visual style
• Designed, modeled, textured, lit, and rendered characters and environments
• Created animated shots to demonstrate visual style in context

Peabody & Sherman
Modeler
• Modeled secondary and background characters
• Modeled sets, props, vehicles, and clothing
• Developed process of using vector displacement to achieve a variety of outfits for background characters

Madagascar 3
Modeler
• Modeled sets, props, vehicles, and clothing
• Modeled background character
 

Electronic Arts, Redwood Shores, CA, May 2010 – October 2010

The Sims Medieval
Modeler/Texture Artist and FX Artist
• Modeled and textured sets and props
• Prepared and transferred set pieces to game engine
• Created particle effects


Blue Sky Studios, Greenwich, CT, September 2005 – May 2010

Ice Age 4
Digital Sculptor/Modeler
• Modeled characters and collaborated with TDs and Animators to ensure character stability
• Created digital sculpture of a character to be used to make final production model and 3D print
• Collaborated with designer and directors to explore character look and expressions

Rio
Modeler, Sequence Lead, and Previs Artist
• Modeled main character
• Led teams of modelers to create sets
• Created low-poly previs vegetation and set pieces

20th Century Fox Fanfare Movie Intro and variations
Lead Modeler
• Modeled 20th Century Fox logo and led in a team of two to create platform, vegetation, and background geo
• Collaborated with multiple departments to create pipeline for generated city background
• Created logo variations for Searchlight, Star, and Home Entertainment

Development
Lead Modeler and Previs Artist
• Worked with director to create large scale vista shot for proof of concept

Ice Age: Dawn of the Dinosaurs
Modeler and Sequence Lead
• Led teams of modelers to create sets
• Modeled secondary character, major environmental landmarks, and vegetation

Horton Hears a Who
Modeler/Modeling TA
• Modeled sets and props
• Assisted modelers with model quality control and the model commit process

Ice Age: The Meltdown
Production Assistant in Effects and Design
• Supported APM in managing department scheduling and director presentations
• Digitally colored storyboards for Ice Age 2 test screenings


Architectural Body Research Foundation, New York, NY, June 2005 – September 2005
Visualization Artist
• Modeled, lit, textured, and rendered architectural models in Maya
• Designed and printed large posters for international publicity and exhibitions

Croog Studios, New York, NY, January 2005 – April 2005
Generalist
• Modeled lead characters and created blendshapes in Maya for children’s series
• Drew backgrounds in Flash for 2D cartoon

Telemark Films, Noank, CT, July 2004 – October 2004
Generalist
• Modeled, textured, animated, lit and rendered sequences for documentary on Mystic, CT

Sonalysts Studios, Waterford, CT, July 2003 – August 2003
Generalist Intern
• Modeled products for commercials and industrial equipment for governmental use
• Produced low-poly models and texture maps for video games

 

TEACHING:
Private Tutoring: Intro to Modeling - December 2008 - August 2009
School of Visual Arts: Guest Teacher - October 2009
AnimSchool: Intermediate Modeling - Winter Term 2012
AnimSchool: Advanced Modeling Curriculum Advisor - Spring Term 2013

EDUCATION:
Connecticut College, New London, CT - Graduated 2004
Bachelor of Arts: Received Honors and Distinction in Major
Major: Studio Art. Received Best in Show award in senior exhibition
Certificate: Ammerman Center for Arts and Technology Certificate

Pont-Aven School of Art, Pont-Aven, France - Summer 2002
RISD Animation Program, Providence, RI - Summer 1999

 

SKILLS:
Software: Maya, Mudbox, Zbrush, Photoshop, Mari, After Effects, Linux/Windows/MacOS