WhoAmI

CG Artist

I've been a production artist for over 10 years, predominantly working on ArchViz projects for Brooklyn Digital Foundry / Automatic where I was a senior artist. I led production on many projects, for clients including Facebook, Weiss/Manfredi, Herman Miller, and Rockwell Group, and worked on projects for many more. Often times I would act not only as lead artist but as a project manager, handling client communications, managing timelines and expectations both internally and with our clients, and coordinating work with the rest of the production team.

As an artist my focus was on lighting, shader design, and post production -- but I would frequently assist in all aspects of production, including modeling, video editing, camera tracking and compositing, and motion graphic animation (both 2D and 3D). I also managed and optimized our CG rendering pipeline to keep projects running on schedule without compromising quality, and even produced several plugins and desktop applications for the studio.

In recent years, I helped develop a pipeline for ArchViz and worked on several example projects in Unreal Engine using datasets from real projects. I worked on PCG setups to scatter large numbers of grass, trees, and other foliage with minimal impact to performance (for our purposes, at least), developed master shaders for use in UE5, and set up basic UI layers. We were able to build and demo these environments live, using a remote workstation to run the game and connect to it via PixelStreaming.

Programmer

I've been interested in computer programming since a young age, playing around in Visual BASIC with my brother, and later in college learning how to write scripts for our 3D software Maya. I dabbled a bit in C# to assist my team on a Unity project one semester, and after graduation leaned heavily into Python for plugin development and desktop applications at work. 3DS Max had a Python API, which was largely (and unhelpfully) undocumented at the time. Despite that, me and a coworker would begin developing a series of studio plugins to assist with shot and render-farm management, often complete with GUIs using QT.

I created Pumpkin - a networked desktop application - to help manage computers on our render farm, several plugins for 3DS Max to turn a few days of data processing into a few minutes, Bean Counter to aggregate and organize data from the render-farm, and Encore to scan frame sequences for errors.

In my free time, I've been learning C++ and have been working on Jamis Buck's RayTracer Challenge, which has been an interesting way to learn some linear algebra. I've also been working in Godot and C# with a friend to collaborate on a small game development project.

I developed this website myself, with responsive design to scale from fullscreen desktop viewing down to mobile devices. Aside from the gallery lightbox and code highlighting - which are handled with JS plugins - it's entirely HTML and CSS written by myself. Previously, in my free time I built the website for my brother's Talaria VR wearable tech.


Also...


Cat Dad

Archer

Delinquent Rockclimber

Tech Nerd

Puzzler

Cook




Get in Touch