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You Shouldn't Have Come Here

Just kidding. You stumbled onto my secret unlisted portfolio page.  This is kind of a brain dump of all the work I have done (that I can show anyways.... NDAs last a long time....)  This is a living page - Updated as I do new jobs, and as I remember old ones. It's pretty casual here, so grab a drink and look around a bit!

FILM AND VISUAL EFFECTS WORK - (scroll down for toy and other work)
I spent about a decade in film and visual effects full time, and 5 or so years after on a freelance basis, my last project being ROGUE ONE: A STAR WARS STORY in 2016. A majority of that time was spent as a 3D layout artist. What is that, you ask? It's multi faceted. Layout Artist can be broken down into 3 main roles - Matchmove Artist, where you recreate the on-set cinematography in 3D by animating a 3D camera against a 3D version of a set. Standard Layout where you are placing digital objects in a real world environment (Think the giant armada scenes in Pirates Of The Caribbean - The hundred ships in the background. Those were all digitally placed in the "real" world by someone like me.) Finally my specialty Match Animation, where I would animate a 3D skin of an actor (or object) which would be replaced by a digital skin later. I did basically the above description for thousands of film and feature animation shots. (Full filmography is here)  

 

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Here is an example - a scene where Davy Jones ghost pirate crew is emerging from water. Every pirate on that ship had a specific actor assigned - on the left, you can see the colored wireframes of the body match animations I did. On the right, the final shot, as seen in the film:

In feature animation, layout is much more literal. Since feature animation is all in a 3D environment, the set dressing and environments need to be populated. For example, this graveyard I laid out for Scared Shrekless, every weed, tombstone, tree, scary branch, etc. was hand placed where it is by me. In situations like this it is important to remember how impactful silhouettes in the background are. This was actually one of my favorite projects in my time at DreamWorks. 

MEGO TOYS - As a special projects consultant I have worked on several projects outside the realm of the standard Mego releases. Some of these projects included the Mego GI Joe redesign, the Ghostbusters set, and the unreleased 4" monster line. Most of the special projects work was proof of concept for alternate toy lines, or meant to attract specific licenses. While I cant really share any of those projects, I can share the array of head sculpts I did for the standard release action figures.

PARAGON FX GROUP - I was a very hands-on consulting Creative Director at Paragon FX Group for 4 years, often times sculpting and designing packaging for the products I was managing. Here are a few of my favorites. Note, these are just the pieces I personally sculpted, I managed over 50 SKUs in my time at Paragon!