Technical Artist California


Creative engineer who adapts existing and emerging technologies to create innovative user experiences and to multiply artistic efforts.


Senior Staff Technical Artist, Sony Santa Monica Studio – June 2015 - Today

God of War (2018) – Advanced rendering and art workflows for a Game of the Year with an incredible E3 reveal. Developed one-click workflows for LOD mesh reduction, model consolidation, and card cluster impostors. Built an automated LOD performance validation pipeline. Improved font rendering and anti-aliasing. Co-developed state-of-the-art dynamic wind system, presented at GDC and Siggraph.

Technical Director, Pixar Animation Studios – Dec 2008 - Oct 2013

Day and Night – Worked closely with Director Teddy Newton to develop and pitch a stereo 3D concept for this Visual Effects Society Award-winning short. Developed the 2D animation and 3D layout pipelines. Created procedural ground vegetation. Presented pipeline at Siggraph 2010.

Cars 2 – Developed a matte painting pipeline supporting Photoshop and custom imaging tools based on artist feedback. Prototyped the background vegetation voxelization pipeline. Shaded background characters.

Legacy films – Project Lead for restoration and stereo 3D conversion of For the Birds. Asset and pipeline resurrection after a decade of drift for Finding Nemo, Monsters Inc., The Incredibles, A Bugs Life, and WALL-E.

Workflow Designer, Pixar Animation Studios – July 2006 - Nov 2008

Storyboarded workflows, managed hotkeys, designed iconography, and designed and prototyped tool interfaces for Pixar's next-generation animation software suite; externally known as Presto.

Technical Director Intern, Pixar Animation Studios – June 2005 - Aug 2005

Hero character shading for the Academy Award-nominated short Lifted.



Python, C, HLSL, Javascript, HTML/CSS, Maya, Houdini, Photoshop, Stereo3D, Shading, Compositing, UI design, Welding


Savannah College of Art & Design – Bachelor of Arts in Visual Effects, Magna Cum Laude