Technical Artist - Technical Art Director - Game Tools Programmer






VR/AR/CV Stuff new 2/2019




Modeling Tools



I've always been very interested in using computers to make art. At first I wrote programs to make images, then animated images, then interactive images. Along the way Ive learned to use many 3D applications and how to program with them. Having a 3D programming environment like Maya really frees up the creative process for me, and in turn, I help create and refine content production pipelines by combining my experience using the art tools with programming for them.


Recent Experience:

  • Warner Bros Games - Staff Technical Artist - March 2019 to present
    • Updating animation tools in Maya, shaders for AR face filters in Unity, 3D character pipeline for Maya to Unity
  • Anki, Inc. - Software Engineer - June 2018 to March 2019
    • Animation tools in Maya and Python, animator support for robot animation, computer vision R&D for robot interactions
  • Wavedash Games - Senior Technical Artist - February 2017 to September 2017
    • Character rigging, perforce art pipeline, shaders, VFX tools, optimization, a little of everything.
  • Play Studios - Contract Technical Artist - May 2015 - February 2016
    • 2D content and pipeline tools in Photoshop and Unity, Character pipeline tools in Maya and Modo
  • KIXEYE - Senior Technical Artist - May 2013 - Aug 2014
    • Unity based animation, texturing, modeling and shader tools.
  • LucasArts - Senior Technical Art Director - Sep 2012 - Apr 2013
    • Pipeline programming using Python, Perforce, Maya, Backburner, Mari, Cg, Shotgun and Unreal3.
  • Playstation - MLB:The Show - Senior Technical Artist - Sep 2005 - Apr 2010
    • PS3 Pipeline including tools for modeling, rigging, exporting, rendering, and tracking tasks, bugs and player appearances.


    I started programming graphics and games in the 80s using BASIC and Assembly. I was inspired by Zork and wrote a text-game-engine. These days most of my programming is Python, C# or Javascript. I use Cg, C, C++ and SQL on the job, too.


    My favorite art applications are the ones I can program with. First there was Swivel, Stratavision, Photoshop and Lingo programming with Director in 1991. After that were several Alias jobs until Maya came out, then most of my work has been with Maya. I have also used and programmed scripts or plugins for Houdini, Substance, Softimage, Renderman, Motivate, Photoshop, After Effects, Shake, Mari, Modo, Unity, and Unreal4. I use and really like ZBrush but haven't programmed for it yet :-)