Understand what the filmmaker is actually trying to achieve.
Story, performance, camera language, staging, composition, lighting and the emotional purpose of the image.
I began as a traditional artist with no computer-animation background and built my career by repeatedly learning the technologies changing filmmaking deeply enough to create at the highest level. From Emmy-winning CGI and Academy Award-winning feature animation to STAR WARS at Skywalker Ranch, blockbuster previs, on-set VFX, real-time production and AI, the tools have changed dramatically—but the job has remained the same: understand the creative goal, understand what the technology can genuinely deliver, understand what production requires, and find the smartest path between them.
What makes my career unusual is not a single title—it is continuous adaptation across major shifts in filmmaking technology while staying grounded in the people who actually make the work. I have moved from creating imagery to helping determine how complex imagery should be produced, and today I apply that same judgment to the decisions shared by filmmakers, producers, executives and technology teams.
Across every major shift—from traditional art to early CGI, fully digital feature animation, virtual cinematography, on-set VFX, real-time production and now AI—I have had to understand what filmmakers are trying to achieve, what the technology can actually do, and what the people executing the work need in order to succeed.
Story, performance, camera language, staging, composition, lighting and the emotional purpose of the image.
Schedule, resources, risk, department dependencies, on-set realities, iteration, communication and downstream consequences.
Traditional filmmaking, CGI, VFX, virtual production, Unreal, AI and emerging tools judged by what they enable in real production.
The progression is the story: traditional art → early CGI → Emmy-winning broadcast work → Academy Award-winning feature animation → STAR WARS at Skywalker Ranch → blockbuster previs leadership → on-set VFX → real-time production → AI.
Scholarship recipient in Illustration at Ringling School of Art and Design, building the traditional-art foundation in drawing, composition, perspective, form and color that still drives every later technology.
My first computer-animation job: Lead Digital Artist on the first NASCAR on FOX broadcast package, creating the texturing, lighting and animation for the entire production.
Among the first Americans hired to work in Sydney at Animal Logic, helping develop early layout with George Miller on a landmark fully CGI feature film.
Among the few hired to work at Skywalker Ranch on the first-ever all-CGI STAR WARS production, helping create early layout so George Lucas could work directly with the team.
Spent eight months on location leading a team of previsualization artists while also creating previs alongside them for director Matt Reeves.
Senior Previsualization Artist at Pixel Liberation Front, working on location in New Orleans to visualize multiple sequences for director Martin Campbell.
I had no computer-animation background. I learned the technology because filmmaking was changing—and I wanted to keep creating at the highest level.
My career began with rigorous traditional-art training. I received a scholarship to study Illustration at Ringling School of Art and Design—now Ringling College of Art and Design—at a moment when traditional craft and emerging computer graphics were beginning to collide.
That foundation in drawing, composition, perspective, color, form, light and visual storytelling became the constant beneath every technology that followed: 3D animation, feature-film VFX, all-CGI filmmaking, virtual cameras, on-set supervision and now visual AI.
Ringling’s Computer Animation program went on to become internationally recognized; the College reports 17 Student Academy Awards for Computer Animation students since 1998.
Learn the fundamentals without software doing the seeing for you.
Carry those fundamentals into synthetic imagery, virtual cameras, lighting, compositing and feature production.
Apply visual judgment across departments, teams, directors, on-set decisions and final-image delivery.
Use decades of creative, production and technology experience to help teams make decisions across the entire system—not just one department.
Drawing, composition, perspective, color, form, light and visual storytelling before digital tools.
Learned 3D, lighting, animation and digital image-making as computer graphics reshaped production.
Previs, layout, virtual cinematography, team leadership and on-set VFX across major film and television productions.
Continued evolving into Unreal, virtual-production workflows and AI-era consulting rather than relying on legacy experience.
After decades working hands-on across previs, layout, CGI, lighting, production, on-set VFX and final image, I now bring that production judgment into decisions involving filmmakers, producers, executives and technology companies.
Bring professional film-language judgment into image, video and multimodal systems: visual quality, failure analysis, ranking, rubrics and human-feedback strategy.
AI labs · model teams · creative technologyConnect creative intent with schedule, resources, risk and downstream consequences so the production strategy supports the film rather than fighting it.
Studios · producers · directors · executivesEvaluate established and emerging tools through the reality of professional filmmaking: what problem they solve, where they belong, and what they change downstream.
Product · innovation · R&D · productionHigh-level guidance grounded in hands-on experience from previs and layout through on-set production, VFX, CGI, lighting, compositing and final image.
Film · episodic · VFX · CGI · virtual productionThese projects are not simply credits. Together they show why I can move between a director’s creative language, a producer’s constraints, a department’s technical reality and the tools being used to make the final image.
Among the first Americans hired to work in Sydney, Australia at Animal Logic, helping develop early layout with director George Miller on HAPPY FEET—the film that won both the Academy Award (Oscar) for Best Animated Feature and the BAFTA for Best Animated Film.
A complete authorship case study: story, direction and all-CGI visual execution for a historical P-51 Mustang project.
My first job in computer animation became an early career breakthrough: as Lead Digital Artist, I created the texturing, lighting and animation across the entire production package for the first NASCAR on FOX broadcast—a project that won two Emmy Awards for "Best Specialty Graphics."
At Animal Logic in Sydney, Australia, I was among the first Americans hired to help develop the early layout for George Miller’s HAPPY FEET. Working inside a fully CGI feature-film pipeline, I contributed to the camera language, staging, composition and cinematic foundations of scenes for the film that went on to win both the Academy Award (Oscar) for Best Animated Feature and the BAFTA for Best Animated Film.
Creative vision translated through an entirely digital filmmaking process.
This was a pivotal transition from strong early digital work into a landmark international feature production. At Animal Logic, I helped shape scenes at the layout stage — where virtual cinematography, staging, camera choices and story clarity are established before everything downstream is built upon them.
It also reinforced something central to my career: the ability to bring traditional visual judgment into new digital environments and collaborate directly with major filmmakers at the highest level of production.
At Skywalker Ranch, I was among the few hired to help create the early layout for STAR WARS: THE CLONE WARS — the first ever all-CGI STAR WARS production. Because the team was based at the Ranch, George Lucas could come in often and meet directly with us as we developed the work.
Direct access to the filmmaker, early story development and a new all-CGI production model.
This role placed me at the center of early story-to-screen development for a new kind of STAR WARS production: fully digital, cinematic, and designed with feature-quality ambition from the start. The work focused on early layout — where camera language, staging, shot design and scene clarity begin to take shape.
One of the clearest signs of how strong the work was: the first four episodes I worked on were later combined into a theatrical feature film, because George Lucas believed the material was strong enough to be seen in movie theaters before the series aired on television.
At Digital Dimension, I became the Lead Digital Artist on the on-air launch of NASCAR ON FOX. I handled the texturing, lighting and animation for the entire production package for FOX’s first NASCAR broadcast. The work went on to win two Emmy Awards for “Best Specialty Graphics.”
An early proof point that I could carry both craft and responsibility.
This was not a small supporting role. It was a fast, highly visible broadcast production where the imagery had to feel energetic, polished and ready for a national network launch.
It also marked the beginning of a pattern that continued throughout my career: applying strong artistic fundamentals inside new technology, then carrying that work all the way to final image quality.
As Lead Previsualization Artist on DAWN OF THE PLANET OF THE APES, I spent eight months on location leading a team of previs artists while also continuing to previs shots alongside them. Our job was to help director Matt Reeves visualize sequences before production — translating creative ideas into camera, staging, action, timing and VFX plans that the wider production could build from.
Lead the team, stay hands-on, and translate a director’s vision into production-ready visual decisions.
This was a large-scale blockbuster assignment inside one of Hollywood’s most enduring film franchises. I was responsible not only for leading the team, but for staying hands-on — making shots, solving visual problems and helping maintain a consistent cinematic language across the work.
Working directly toward Matt Reeves’ vision required constant collaboration, iteration and visual judgment. Reeves later directed THE BATMAN and is currently directing THE BATMAN PART II.
As a Senior Previsualization Artist with Pixel Liberation Front, I worked on location in New Orleans from March through June 2010 on the Warner Bros. / DC feature GREEN LANTERN, previsualizing multiple sequences for director Martin Campbell.
Where creative ambition, live-action logistics and VFX planning had to become one executable plan.
Previsualization on a VFX-heavy live-action feature is where imagination meets logistics. Camera direction, staging, action, scale and visual-effects concepts all have to become clear enough for departments to plan around them before principal photography.
This project expanded the live-action side of my career: working directly inside a major studio production environment, on location, helping translate complex superhero action into visual plans that supported filmmaking and VFX decision-making.
Filter the career by the kind of expertise a client needs—not by a traditional résumé chronology.
Professional visual evaluation is not “good” versus “bad.” It is diagnosing why an image, shot or motion sequence succeeds or fails—and converting that judgment into structured feedback a system can learn from.
Senior perspective for leaders making strategic bets on AI, visual media, creative technology or production.
High-leverage intervention at development, prep, production or post to improve execution before expensive problems compound.
Professional visual judgment translated into training data, evaluation standards and structured expert feedback.
For AI, VFX, CGI, film/television production and creative-technology teams that need experienced human judgment at the point where quality, workflow, technology and creative intent meet. Best suited for high-leverage consulting, strategy and evaluation work where senior perspective can materially improve the outcome.