Employment History
Date: February 2014 – Present
Company: Mighty Nice
Position: 3D Lead / Lighting and Rendering TD / Senior 3D Generalist
Projects: “Bottersnikes and Gumbles” and “Kazoops” Children’s TV series
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Date: August 2013 – December 2013
Company: Animal Logic
Position: Lighting Artist/ Compositing. Using Maya, PRman, Python submission scripts , Nuke and proprietary in-house tools.
Projects: The LEGO Movie
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Date: May 2013 – August 2013
Company: Mirari and Co
Position: Senior 3D Artist / Lighting / Rendering / Compositing. Using Maya, Vray, Nuke
Projects: Cartier 60sec TVC
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Date: April 2013 – May 2013
Company: Magnificent Itch
Position: Senior 3D Artist / Lighting / Rendering
Projects: Wyong Council – Tuggerah lakes scheme. 2min
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Date: October 2012 – March 2013
Company: Animal Logic
Position: Lighting artist. Using Maya, Renderman, Nuke and proprietary in-house tools on a daily basis.
Projects: Walking with Dinosaurs 3D
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Date: September 2012 – October 2012
Company: Assembly Ltd
Position: Senior 3D Artist / modeling, shading, lighting and rendering.
Projects: Bank NZ TVC’s
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Date: November 2011 – September 2012
Company: Mighty Nice
Position: Senior VFX Artist / Lighting and Rendering TD.
Projects: Bottersnikes and Gumbles short film, Telstra Ads x4, William Hill, LandCare 2min
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Date: June – October 2011
Company: Efilm / Postmodern
Position: Senior VFX Artist / Lighting and Rendering TD.
Projects: Various Films and TVC’s
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Date: February – March 2011
Company: Hackett Films
Position: Lighting and Rendering TD. Texturing and surfacing of characters and boat.
IT – Render farm setup and maintenance.
Projects: DigiCel 30 sec tvc for PNG.
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October 2010 – December 2010
Company: Kapow Pictures
Position: Lead Lighting and Rendering TD.
IT – Render farm setup and maintenance.
Texturing and surfacing of Captain, fish, whale and ship interior.
Project: BirdsEye 3D Stereoscopic cinema spot – 45sec.
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April 2010 – August 2010
Company: Halo Pictures
Position: 3D Generalist using Maya, Paint FX and After Effects.
Projects: Ausralian Government. x8 3min Episodes on teenage relationships. Animated Line and characters in various styles.
+ an Optus commercial.
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October 2009 – April 2010
Company: Mighty Nice
Position: 3D Generalist. (VRAY and RPManager)
Projects: TVC’s – Qantas Ready Rooms, Lucozade Dracula, Lucozade Rocker and Worker, Weight Watchers Line and Roast Dinner, Dominos Pizza and leasePlan.
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July 2009 – October 2009
Companies:
Qube Konstrukt – Gnome model (model, texture, render)
Hive Studios – Camera animation for “Space exploration” – National Geographic
Visual Jazz – built a realtime model of a city
Companies: ZSpace and Digital Pulse
Position: 3D Generalist / Animator using Maya and Mental Ray.
Projects: Commercials and Corporate videos
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December 2008– June 2009
Company: OmniLab group – Ambience Entertainment
Position: 3D Layout Artist/TD – (Erky Perky season 3) 26x12min Episodes
* Managed the creation of animation scenes.
* Responsible for staging cameras and plotting character action by working closely with the story board artists/ leicas and directors.
* Keeping track of assets and references through the production pipeline.
Position: Modeller / Generalist – (HOG) in-house short film
* Responsible for the modelling of sets and props, UV’s and texturing.
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January 2006– November 2008
Company: Twitch Studios
Position: 3D Supervisor / Project Manager
* Liaise with client to deliver a quality product that stays true to their objectives
* Management and delegation of tasks amongst staff to ensure that the project is delivered on schedule.
* Identifying additional resources at the earliest stage (staff, tools etc) to ensure project is delivered on schedule.
Senior 3D Artist / Compositor
Head of Rendering (Technology)
* Keep up to date with all rendering advancements. Particularly related to VRay and Mental Ray (for Max). Experiment with effective ways to handle a variety of scenes, situations and complexities
* Increase levels of proficiency and knowledge of above mentioned rendering systems
* Maintain an active presence with the on-line communities and resources
* Source out additional tools to assist in rendering efficiency
* Maintenance of Asset Libraries (Shaders, Models, Textures)
* The sourcing of new assets to add to the library
Projects: Various game cinematics, TVCs and web commercials.
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August 2005 – January 2006
Company: Perception
Position: 3D Artist – Character development. (modelling, skinning, lip sync setup and texturing. Using 3dsmax photoshop and Zbrush.
I also made many real time special effects using the Unreal Editor.
Projects: Stargate – The Alliance. PC, Xbox and PS2
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June 2005 – August 2005
Company: Engine
Position: 3D Artist – Maya – Camera animation, modelling, lighting, rendering.
Projects: Headlands TV Drama – Opening titles, Panasonic/Wallibies – commercial / competition. Super 14s
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January 2005 – June 2005
Company: Omnilab
Position: 3D Artist – Maya – Duties included modelling, UVs, rigging characters, character animation, lighting and rendering.
Projects: HNA – 3D Feature film,
Obecity DVD – Animated educational story.
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May 2004 -December 2004
Company: Ambience Entertainment
Position/Duties: Technical Director, Special Effects and 3D Artist. Duties included modelling, texturing and vray shader creation, lighting and rendering with Vray, 3dsmax pipeline problem solving and in charge or network render farm. Approx 100 machines. Also compositing using Digital Fusion.
Projects: “Peter Cotton Tail – The Movie” Feature Film
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December 2003 – May 2004
Company: Animal Logic
Position: 3D Artist
Projects: Cartoon Network – Texturing, modelling, lighting and rendering with Vray. (Buildings, shops, streets, shops and cars)
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July 2003 – November 2003
Company: Ambience Entertainment
Position: 3D Artist
Projects:
Movie Network – Modelling
Pop Pups – Character animator (2 episodes)
Sunny Bear – Music Video. (Modelling, character animation, lighting and rendering)
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Feburary 2003 – June 2003
Company: Lastgun Studios / Alive interactive
www.lastgun.com
www.aliveinteractive.com
Position: 3D Artist
Duties included:
Both high and low poly modelling, texturing and animation.
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June 2002 – December 2002
Company: Ambience Entertainment
http://www.ambienceentertainment.com
Position: 3D Animator
Duties included:
Modelling, lighting, materials and animation for TV commercials and long form series. Jobs included the Channel 9 new look, an animated children’s 3D cartoon called the Shapie’s and a 3D pitch for McDonalds.
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October 2001 – May 2002
Company: Australian Defence Force (ARMY)
Position: 3D Artist
Duties included:
Lead Character animator – 100’s of shots including running and diving, patrolling, executing defence and offensive manoeuvres, animating to dialogue, gesturing and signaling soldiers. I also made use of inbuilt motion capture from Character Studio and sometimes used motion flow to blend moves.
3D modeller – Weapons, Helicopters and military vehicles. Clothing, webbing, hats, bags and other miscellaneous equipment. This included creating textures, applying mapping and optimising meshes.
Technical Director – Building and maintaining a 3D model library, rigging characters with Character Studio’s Biped and Physique, Trouble shooting computer problems and in charge of network rendering. + Installing and upgrading software.
Special Effects – Explosions, fire, smoke and debris using 3D Studio Max, Afterburn and Pyrocluster.
Software – 3D Studio Max 4.2, Character Studio 3.2, Photoshop, After Effects, Combustion, Poser pro pack, Lip sync. and Cleaner v5 compression software.
Exposure to – Blue Screen room, Media 100 System, compositing and editing.
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May 2001 – August 2001
Company: Titanium Studios. (Razor Scooter Game )
Position: Freelancing as a 3D artist.
Duties included: Low poly modelling, texturing, rigging and animating characters.
The 2 conversions included a Dreamcast to N64 conversion than another to Playstation. I rebuilt the character meshes from 650 Polygons to 2500 Polys. The other conversion was for about 1200 polys and with reduced/optimised textures to match. I also produced “photos” of each character and a group one with all posing.
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November 2000 – May 2001
Companies: Harvey project with Wren Motion Pictures, SSG – Warlords IV and Dungeons
Position: Freelancing as a 3D artist.
Duties included: Low poly modeling, texturing, rigging and animating characters.
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March 2000 – November 2000
Company: Brilliant Digital Entertainment Pty Ltd
Position: 3D Artist
Duties included: Modelled characters and animated scenes on the Superman project.
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March 2000 – September 2000
Company: Digital Media World Magazine
Position: Software reviewer and writer.
Duties included: Deep Paint 3D and Mental Ray for 3dsmax. Researched and learnt the software and wrote reviews on it. Published in July and September issues.
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November 1999 – March 2000
Company: Virtual Studios Pty Ltd
Position: 3D artist.
Duties included: Converted AutoCAD drawings to 3D architectural models.
Lit apartments, textured and animated walk throughs, and corporate videos.
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October 1999 – November 1999
Company: Wren Motion Pictures Pty Ltd
Position: Freelancer 3D Artist.
Duties included: Created animations for video presentations. Designed, modelled and textured a 1920’s classroom using 3dsmax for use in a children’s cartoon series.
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April 1999 – October 1999
Company: Strategic Studies Group Pty Ltd
Position: 3D Artist – Freelance
Duties included: Modelled, textured and animation characters for action sequences.
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January 1998 – April 1999
Company: Brilliant Interactive Ideas Pty Ltd
Position: 3D Artist – Full time
Duties included: Modelled, textured and animated props, locations and characters for real-time streaming movies. Programs: 3D Studio MAX, Character Studio, Photoshop, B3D Studio.
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February 1993 – December 1997
Company: ABB Power Generation Pty Ltd
Position: Mechanical Detail Draftsman – Full time
Duties included: I started as an apprentice and worked my way up to the position of a detail draftsman. Engineering disciplines included structural steel, piping systems, various mechanical parts and industrial ducting. In my last year I created a working model of a power station turbine hall for clash detection purposes. The software that assisted us was AutoCAD r14 3D, Rebis plant software and 3D Studio MAX.