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


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


Date: May 2013 – August 2013

Company: Mirari and Co

Position: Senior 3D Artist / Lighting / Rendering / Compositing.  Using Maya, Vray, Nuke

Projects: Cartier 60sec TVC


Date: April  2013 – May 2013

Company: Magnificent Itch

Position: Senior 3D Artist / Lighting / Rendering

Projects:  Wyong Council – Tuggerah lakes scheme. 2min


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


Date: September  2012 – October 2012

Company: Assembly Ltd

Position: Senior 3D Artist / modeling, shading, lighting and rendering.

Projects: Bank NZ TVC’s


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

Date: June – October 2011

Company: Efilm / Postmodern

Position: Senior VFX Artist / Lighting and Rendering TD.

Projects: Various Films and TVC’s
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.


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.


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.


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.


July 2009 – October 2009

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


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.


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.


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


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


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.


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


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)


July 2003 – November 2003
Company: Ambience Entertainment
Position: 3D Artist

Movie Network – Modelling
Pop Pups – Character animator (2 episodes)
Sunny Bear – Music Video. (Modelling, character animation, lighting and rendering)


Feburary 2003 – June 2003
Company: Lastgun Studios / Alive interactive
Position: 3D Artist

Duties included:
Both high and low poly modelling, texturing and animation.


June 2002 – December 2002
Company: Ambience Entertainment
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.


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.


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.


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.


March 2000 – November 2000

Company: Brilliant Digital Entertainment Pty Ltd

Position: 3D Artist

Duties included: Modelled characters and animated scenes on the Superman project.


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.


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.


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.


April 1999 – October 1999

Company: Strategic Studies Group Pty Ltd

Position: 3D Artist – Freelance

Duties included: Modelled, textured and animation characters for action sequences.


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.


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.