Experience / Full chronology

A record across
the final-image pipeline.

A résumé-based chronology of roles, responsibilities, and production contexts. The span stays in the record rather than becoming a pricing signal.

2026 to present

Blizzard Entertainment

Senior Lighting Artist II

Cinematic lighting, rendering and compositing workflows, production tools, artist mentorship, and creative and technical shot review.

2024 to 2026

Rouge Studios

Senior Lighting Artist

Real-time game cinematics in Unreal Engine, lighting blueprints, complex materials, optimization, troubleshooting, mentorship, and lead coverage.

2024

Nant Studios

Senior Lighting Artist

Lighting for a mobile game cinematic, PBR lighting and compositing pipeline development, OCIO ACES, and Nuke deep-compositing tools.

2023 to 2025

Tipping Point Solutions

Unreal Generalist

Multi-minute cinematics from previs and layout through assets, MetaHumans, cameras, Niagara effects, and Lumen lighting rigs.

2022 to 2023

Imagendary Studios

Senior Lighting Artist

Unreal Engine and NukeX color workflow, deferred-rendering research, documented best practices, visual targets, and environment rigs.

2014

Reliance MediaWorks VFX

Generalist / Lighting TD

Lighting and compositing for Black Sails.

2014

RGH Themed Entertainment

Generalist / Lighting TD

Lighting and compositing for a sphere-projection project.

2001 to 2014

Sony Pictures Imageworks

Senior Technical Director, Lighting & Compositing II

Feature-film lighting and compositing, plus geometry, shaders, and materials when production needs called for broader final-image support.

2010 to 2012

Walt Disney Feature Animation

Lighting Artist

Shot lighting, sequence and effects setups, and stereo-ready shot construction.

2008

LLP Digital

Look Development Supervisor

Modeling, texturing, shader work, and lighting-look development.

2007 to 2008

Café FX

3D Generalist

Modeling, texturing, shaders, lighting, and compositing.

2002

Digital Domain

3D Generalist

Commercial work from animatic through final render and compositing.

2000

DreamWorks SKG

3D Generalist

Effects-shot delivery within an established production pipeline.

1998 to 2000

Station X Studios

VFX Supervisor / Senior Digital Artist

Commercial VFX supervision, client communication, CG pipeline work, and final delivery.

1997 to 1998

IXL Los Angeles

3D Generalist

On-set green-screen supervision and integration of live elements with CG environments.

Core toolkit / Production use

Unreal · Nuke · Katana · Substance Painter · Arnold · RenderMan · Maya · Photoshop · DaVinci Resolve · Blender

Download full résumé