
Cinematic Director at THQ
Greater San Diego Area

Cinematic Director at THQ
Greater San Diego Area
Cinematic artist with a strong generalist background and extensive managerial skills. A keen eye for camera work and cinematic story flow. Specializing in, camera editing, animation, Cinematics pipeline development and FX. Well rounded production overview, backed by strong technical and artistic skills. Film background, granting firm control of both Pre-rendered and Game-engine work flow.
A unique combination of artistic and technical talents, innovative problem solving abilities and strong leadership skills.
In depth understanding of production flow from concept to completion.
• Team management from art to tech
• Cinematic storytelling and camera directing/editing
• Character Animation
• MoCap directing/editing
• Cinematic pipeline development and tool design
• Mel scripting
• Simulation/particle TD
• Character and practical rigging
(Public Company; THQI; Computer Games industry)
August 2009 — Present (5 months)
(Public Company; MWY; Computer Games industry)
October 2008 — August 2009 (11 months)
• Direct and participate in cinematic animation asset generation
• Direct and edit cinematic storyboards and camera performance
• Work with the audio department in editing sound for cinematic scenes
• Direct motion capture sessions and actors
• Edit cinematics and demonstration pieces
• Execute and maintain a focused artistic style and mood
• Merge creative demands with budgetary restrictions
• Work with game designers to properly implement cinematic assets within the game engine. Including FX and lighting.
• Design a next-gen cinematic pipeline to push the creative limits of next generation engines, including:
- Film level facial animation tools
- Development of a facial motion capture tool-set and pipeline
- Developing tools to remove redundant processes from daily creative tasks
(Privately Held; Computer Games industry)
June 2006 — October 2008 (2 years 5 months)
• Lead the effort to construct a game-engine based cinematic team from the ground up, including:
- Took part in the animation and FX animation of over 30 minutes of in-game Cinematics.
- Supervised the Cinematics: animation, FX and lighting artists. Both technically and artistically.
- Interfaced with external departments to form smooth workflow with Cinematics, addressing both artistic and technical issues
- Lead the effort in implementing film-like animation methods by designing and implementing “next generation”, key-frame tools
- Designed and implemented a cinematic motion capture-to-game pipeline. This includes a high detailed, facial mocap toolset
- Designed tools to smooth the pipeline and cut back on workflow redundancy on the artist level
(Privately Held; Motion Pictures and Film industry)
January 2004 — June 2006 (2 years 6 months)
3D Generalist:
- Character (body and facial) animation of digital characters.
- Developing / scripting particle FX.
- Fluid fire and cloth simulation.
- Rigging/Setup of characters and props.
- Character match moving (3D rotomation).
- Camera animation and tracking.
Titles include:
- SpiderMan 3
- World Trade Center
- Poseidon
- Fantastic Four
- Son Of the Mask
- Blade Trinity
- Scooby Doo 2 - Monsters unleashed
BFA , 3D animation, modeling, rigging , 1999 — 2004
Graduation with Honors from the Academy Of Arts University.