SHOT BREAKDOWN
#1
For the battle of Crait sequence on "The Last Jedi" I was responsible for modeling/texturing the gigantic door. I also created the system which was used to create the endless expanse of the salt flat which was used in nearly every shot of the sequence. I also set up the master lighting rig for the first half of the battle.
#2
For the crystal cave sequence on "The Last Jedi" I was responsible for modeling/texturing crystals and placing them in the cave. I also was responsible for lighting on several shots.
#3
For the rebel mine base on "The Last Jedi" I was the sequence lead artist overseeing a team that built the entire interior of the base for set exentions. I also modeled/textured/lookdev'd the inside of the gigantic door and setup up light rigs for the shots inside the base.
#4
For the escape from Canto sequence on "The Last Jedi" I was the sequence lead artist. While overseeing other artists work to complete the environment I was also responsible for modeling/texturing/lookdev/lighting the shots on the beach and for creating the background mountains in the later shots in the sequence.
#5
On this wide shot of Jyn's cave hideout in the film "Rogue One" I was respnosible for modeling/texturing/lookdev/lighting/mattepainting the entire shot.
#6
For the arrival shots on the Scarif sequence on "Rogue One" I was part of a team of artists modeling the environment and lighting shots. I was responsible for all of these high altitude shots of the tower.
#7
For the sequence in Vaders lair on "Rogue One" I was the sequence lead artist. While overseeing other artists work to complete the environment I was also responsible for modeling/texturing/lookdev/lighting a number of shots in this sequence.
#8
For the dream sequence on "Black Panther" I was responsible for modeling/lighting a number of shots in this sequence.
#9
For the chase sequence on "Black Panther" I was part of a team that did modeling/texturing/lookdev/lighting a number of shots of the valley landscape the chase takes place over.
#10
This was a personal project I did for fun. I created everything you see.
#11
For this project I was the CG Supervisor. I modeled the fuel boom and boom station of the airplane. I also animated the plane in a handful of shots. When the shadow goes over the car we transition to an all CG car.
#12
For this "Shadow of Mordor" cinematic I was CG Supervisor and I did lots of environment modeling, lookdev and setup the master lighting rig for many shots in the show.
#13
For this Nicorette shark commercial I was the CG Supervisor. I also created the sharks shader and set up the lighting rig. I also did some minor particle fx for the drops of water coming off the sharks body.
#14
For the Elder Scrolls Skyrim announcement trailer I was brought on to help deliver the project. When I came on I was asked to re-texture the wall and dragon which would be used in all shots. I also set up the lighting rig for many shots and took them to final.
#15
For the fall of cybertron cinematic I did some character modeling for Optimus Prime and did a lot of the shader work on Megaton. I also built a handful of the environments. I set up the lighting rig and lit a number of shots as well.