CV | Production List
Find me on Linked In

Well I'm 6', 67 kilos of Technical Director talent. I'm currently a Senior 3D Artist and CG Supervisor at MPC working as a previs artist on Harry Potter 6. Before that I was CG Supervisor on the UK film Incedndiary, Senior Environment and Lighting TD on Tim Burton's Sweeney Todd. Senior Lighter on Harry Potter 5 and Sunshine and senior 3d artist / seqence lead on Tim Burton's 1st (and last?) music video 'Bones' for the Killers. Pre MPC I was at Animal Logic where I was a senior TD on Warner Bros. '300' and senior 3dvfx artist on Cartoon Network Reface. Before there I spent 3 and a half years working at Nexus Productions as their Technical Director, Post Production Supervisor and house general TD. During this time I was instrumental in designing and building up the production capabilities of the company while working on many of the internal productions. These have ranged from (extremely) tight budget music promo's, through big budget commercials to feature film projects. Going back even further I've been a freelance 3d artist and TD mocap super. at Pepper's Ghost Productions for 4 years.

At MPC I've been busy using Maya and Renderman / Mental Ray with MPC's own tools.

At Animal as a TD in their 3dvfx department I worked on Warner Bros. '300' in Maya and Mayaman/Renerman. Mainly lighting & rendering, but also texturing/ shading and modeling. As a senior 3dfvx artist on Cartoon Network Reface I was Lighting/rendering, modeling, texturing/shading and scene layout in Max and Vray.

As Technical Director of Nexus Productions and Post Production Supervisor I oversore the growth of the animation studio choosing hardware and software, keeping on top of technological developments, implementing best practices and making sure that the studio runs as smoothly as possible.

My typical role as TD at Nexus would range from modeling, shading, scene layout, lighting and rendering. Depending on the project I would also perform camera matching and tracking (by eye or with Boujou) when needed, work on particle systems, compositing and once in a while got the chance to do some animation. I was camera operator on several projects and have a good deal of experience with scripting (Max script and MEL) and some programming (C++ and others).

I've been using Autodesk Max in production for going on 9 years and Maya at Animal with Mayaman and Pixar Renderman. Splutterfish Brazil since it's pre Ghost days and I was instrumental in bringing Brazil to Nexus. I've also used VRay and Mental Ray with Real Flow, Boujou and Matchmover. I've used Combustion, After Effects and Digital Fusion regularly and have also used Shake in the past.

When not working on projects for others (alas very little time over the past few years) I like to push and develop my own skills, looking at lighting and shading techniques, writing scripts and shaders, studying rigging developments and keeping track on what's going on in the rest of the industry. I've been a Siggraph member since 1998.

Outside animation my interests include photography, design, architecture and cinematography. All of which have an impact on my work in 3d.

Check out my CV or you can download a Word format version here.