Projects

Across 25+ years, my work has spanned two tracks that feed each other: the software and pipelines that power modern animation and VFX, and the lit, rendered frames that end up on screen. Below are selected projects from both.

Production Technology & Leadership

Screenplay Analytics & Breakdown System - Nickelodeon Animation

On-prem system delivering an automated first-pass script breakdown in 25 minutes for a feature (under 10 for a half-hour episode), with a script chatbot. Python/Streamlit, FastAPI, PostgreSQL, Ollama.

Paramount Archives AI Image Search - Nickelodeon Animation

Photoshop plugin giving artists natural-language search over curated production images (via Canto). Cut reference-search time an estimated 3x in a remote-first environment and reduced the legal risk of uncleared visuals reaching production.

Unreal → Premiere Editing Toolset - Nickelodeon Animation

Open-sourced Python toolset built with the Max & The Midknights team, letting Editorial and StoryVis work hand-in-hand in their favored applications.

VFX Pipeline & Render Farm - Company 3 / Method

Led an ~11-person team supporting 200+ artists across LA, Atlanta, and Vancouver. Automated the Deadline render farm (A/B framework, auto-wrangling), built metrics and disk-cleanup across a 2 PB Isilon cluster (reclaiming 10+ TB weekly), and led the Python 2 → 3 migration of 100+ repos.

DLight - Walt Disney Animation Studios

Contributed as a developer to DLight, the studio's internal lighting/rendering application (Python/C++), on Tangled.

Film Credits

Moana
Moana2016

Lighting and compositing for Moana.

Zootopia
Zootopia2016

Lighting and compositing for Zootopia, winner of the 2016 Academy Award for Best Animated Feature.

Big Hero 6
Big Hero 62014

Lighting and compositing for Big Hero 6 - first feature to use hyperion, WDAS’s new global illumination renderer. This project won the 2014 Academy Award for Best Animated Feature.

Frozen
Frozen2013

Lighting supervisor for Frozen, the 2013 Academy Award winner for Best Animated Feature. Supervised a team of artists to deliver five sequences for the film.

Wreck-It Ralph
Wreck-It Ralph2012

Lighting and compositing for Wreck-It Ralph.

Tangled
Tangled2010

Lighting and compositing for Tangled. Prior to shot work, rotated through software department to help write DLight, the studio’s new internal application for lighting. Python/C++.

Bolt
Bolt2008

Lighting and compositing for Bolt. Prior to shot work, developed Renderman plugin used for rendering of right-eye stereo images.

Meet The Robinsons
Meet The Robinsons2007

Lighting and compositing for Meet The Robinsons.

Chicken Little
Chicken Little2005

Look Development Lead on Chicken Little. Led a department of 20 artists and technical directors applying materials (shaders and textures) to all characters, props, and sets. Collaborated on XGen, the studio’s new software for fur, feathers, hair, leaves, and grass. During this project, the studio made a transition from SGI Irix to RedHat Linux, and from NURBS geometry to subdivision surfaces.

Mission to Mars
Mission to Mars2000

Rock destruction effects for vortex attack sequence.

Lost Souls
Lost Souls2000

Particle effects and art-directed tile effects for bathroom transformation sequence. Developed a plant growth system in Maya to control spread and placement of decay patterns, enabling transitions between motion-control shot plates of before and after versions of the set.

Deep Blue Sea
Deep Blue Sea1999

At Cinesite Hollywood, created visual effects of fish schools for undersea sequences, as well as other sweetening for the underwater shark lab set that was shot dry-for-wet.

Chill Factor
Chill Factor1999

Particle effects for Chill Factor

Practical Magic
Practical Magic1998

Flower petal effects for spell casting sequence. Custom particle effects for final sequence.

Double Jeopardy
Double Jeopardy1999

Custom car paint shaders and textures for ferryboat / car escape sequence.

Armageddon
Armageddon1998

At Cinesite Hollywood, created particle effects and meteor effects for Armageddon.

Paulie
Paulie1998

Lighting, rendering and compositing for Paulie. Primarily beak replacement and re-projection of beak textures extracted from live-action plate on to animated beaks. Santa Barbara Studios was an alpha site for Nothing Real’s new compositing software, ‘look’ - which was only command-line at the time. Once the UI was written, the software became known as “Shake”.

Spawn
Spawn1997

Visual effects work - particle effects, lighting, rendering and comp - for “Hell” sequence.

An American Werewolf in Paris
An American Werewolf in Paris1997

System engineer and technical director for An American Werewolf in Paris.