PROJECTS

VFX Manager - Insomniac Games
Project: Marvel’s Spider-Man 2 (2023)

  • Managed a large team of internal VFX artists with several direct reports. 

  • Acted as a hiring manager/people manager, onboarding new hires, providing feedback, maintaining a 1:1 schedule and managing career development.

  • Created onboarding guides and video training for outsourcers.

  • Gave critique/feedback on the team’s work. 

  • Managed asset approvals. 

  • Managed weekly jiras for the team.

  • Organized team playthroughs.

  • Maintained schedule and worked with other leads/disciplines to hit project targets.

  • Performed debugging and optimization run-throughs to help track down bugs.

Lead VFX artist - Insomniac Games
Project: Marvel’s Spider-Man 2 (2023), Marvel’s Spider-Man: Miles Morales (2020), Marvel’s Spider-Man: DLC (2018)

  • Did hands-on VFX work, creating shaders, materials, particle systems, and debugging and optimizing vfx.

  • Managed a team of 5-7 VFX artists.

  • Acted as a hiring manager/people manager, onboarding new hires and managing career development.

  • Maintained schedule and worked with other leads/disciplines to hit project targets.

  • Worked with technical teams to develop needed tools and workflows.

  • Created RnD work for project. 

  • Created style guides for the VFX team while working with art director. 


Lead VFX artist - DS Volition
Project: “Agents of Mayhem DLC” (2017), “Saints Row Reboot” 

  • Managed a team of 4 VFX artists. (2 internal/2 external)

  • Defined art style and maintained a quality bar.

  • Maintained schedule and worked with other leads to hit project targets.

  • Did hands-on VFX work for announced DLC.

  • Worked with technical teams to develop needed tools and workflows.

  • Created RnD work for the project.

    Senior VFX artist - DS Volition
    Project: “Agents of Mayhem” (2017)

  • Managed VFX outsourcing with outside outsource partners.

  • Created and maintained an accessible “library” (test level) of VFX materials and pre-made VFX particle assets.

  • Created and maintained VFX tools documentation and videos for external and internal teams.

  • Created and maintained VFX style guide for project for external and internal teams.

  • Worked with rendering and tech art to create necessary tools for the VFX team.

  • Created large-scale cinematics using in-house tools and Rayfire (3DsMAX).

  • Utilized FumeFX, AE and Bifrost simulations in VFX flipbook texture creation. 

Senior VFX artist - Skydance Interactive
Project: “Walking Dead, Saints and Sinners” (2019)

  • Created VFX in Unreal for the VR title, Walking Dead saints and sinners, using Unreal Engine 4.

  • Focused on early core prototyping and gore content.

  • Hired, onboarded and mentored intern artist.

VFX artist - Zenimax Online Studios
Project: “Elder Scrolls Online” (2014)

  • Worked with varying design/content teams to meet production demands.

  • Made player-readable boss effects for large-scale raids (12+ players).

  • Created highly optimized VFX and textures from scratch for an MMORPG.

  • Used Rayfire/3DsMAX to create destructible scenes. 

  • Worked in proprietary Hero engine to create content.

VFX artist (Contract) - FXVille 
Project: “Transformers: Fall of Cybertron” (2012)

Created weapon effects, environmental effects and player weapon effects.
Used Unreal 3’s cascade, kismet, matinee and material editor for effects creation.
Created textures and meshes in photoshop and 3DsMAX.

World builder (Contract) - FXVille
Project: “Call of Duty, MW3 (wii)”  (2011)

Created LODs, streaming groups, optimized level geometry and in-game assets using in-house tools (Radiant) for the Wii-specific port.
Worked with lighting, art and design to keep memory low and to ensure a smooth port from the 360 title.

Artist (Contract) - Fuelcell Games 
Project: “Insanely Twisted Shadow Planet (XBLA)” (2011)

Worked on the BAFTA, Annie award winning Insanely Twisted Shadow Planet.
Made effects, animations, props, level design and did world building.