I am a senior character outsourcing supervisor on Overwatch at Blizzard Entertainment and I also currently teach Stylized Character Creation at Gnomon School in Hollywood. I have worked for Marvel, Walt Disney Imagineering, DreamWorks, Netflix, Warner Bros. Games, Hasbro and more.
Education:
- BFA Animation - Brigham Young University
Skills:
- Topology and UVs
- Maquette Sculpting
- Organic and Hard Surface Modeling and Sculpting
- Stylized Character and Environment Modeling
- Teaching, Training and Public Speaking
- Toys: Sculpting and Engineering for 3D Print Application
- Bilingual: English and Spanish
Primary Software:
- ZBrush
- Maya
- Adobe CC - Photoshop, Illustrator, After Effects
- Substance Painter
Projects and Experience:
- Instructor: Stylized Character Creation: Gnomon School of VFX and Animation (2019-)
- ZBrush LIVE: Live Streamer (2016-)
- Concept Modeler: Charlie and the Chocolate Factory - Netflix Animation
- Presenter: Behind the Animation - The Utah Film Center (2014-)
- Concept Sculptor and Modeler: Tokyo Disney Seas Expansion - Walt Disney Imagineering (2018-2020)
- ZBrush Trainer: Walt Disney Imagineering (2018-2020)
- Toy Sculptor: Hasbro (2016-2020)
- 3D Modeler - How to Train Your Dragon: Hidden World - DreamWorks Animation (2017-2018)
- Toy Sculptor - Competitor: Banpresto World Figure Colosseum (2017)
- Character Artist: Hogwarts Legacy - Warner Bros Games Avalanche (2017)
- Instructor: Foundational and Digital Art - Broadview Entertainment Arts University (2015-2017)
- Art Director: Character Design - Track 36 Studios (2015-2016)
- Digital Fine Arts Sculptor, Prototypes and 3D Printing - Kathy Taslitz Studio
- 3D Lead: Too Many Legs Animation (2013-2014)
- Motion Graphics Animator and Storyboarding Artist: LDS Publishing Services
I am part of a team of supervisors on Overwatch. We oversee the development of character skins, and art direct their outcome. I provide draw over and written feedback. I also adjust models and textures through collaboration with the tech artists so that we can implement the new character skins into the game.
My role includes sculpting characters for production based off of developed concepts and assisting a team of sculptors in hitting consistent design language and anatomy cues. I also perform quality checks and changes for models coming in from other artists and vendors so that topology and UVs are clean and production ready.
Stylized Character Creation - This class covers the full character creation pipeline from start to finish to produce posed, production-ready stylized character models. I teach about the importance of shape language, proportions, exaggeration and other design principles in successful character design.
My tasks involve designing characters, props and environments for coming Netflix Animation properties in the Roald Dahl franchise.
I utilize any tools necessary to design and explore the worlds and figure out stylistic direction, surface treatments, and shape language for the shows I am working on.
My role as a character concept sculptor on an unannounced Netflix series (films and animated series) for Spin Master Ltd. involved exploring 2D concepts of characters in 3D and solving some of the design questions the team had.
I am a concept modeler for theme park attractions at Disneyland Tokyo. My other key responsibilities include architectural embellishments and static figures around various parks. I have created attractions for Tokyo's Disney Seas Expansion, Paris' Marvel Campus, and Orlando's 50 year celebration.
I taught classes in the Advanced Modeling track. My curriculum mostly deals with hard-surface modeling in Maya and ZBrush.
Independent contractor - responsible for modeling furniture from the Crate and Barrel catalogs.
Mentorship: Developmental sculptor and modeler for a project in development. Focused on characters mostly, but also on a diorama piece depicting a story moment.
Prop and environment modeler on How To Train Your Dragon: Hidden World.
Game titles: Unannounced
I was responsible for character and creature creation as well as PBR setup for Unreal game engine.
I taught character design and creation in ZBrush and Maya. I have also taught traditional sculpting, fundamental drawing, and intro to the game. I was over developing curriculum for the game art and animation programs.
I try to run my classes like a studio environment where I would be the acting art director. I give assignments that build on each other, and where possible I provide collaboration and critique situations so as to build the students' abilities to work in a team environment. I provide feedback and paint-overs in effort to help my students grow and learn where to take their work to make it stronger.
I was responsible for directing character design at the studio for the studio's first feature film, Jacob Marley. I established a style guide demonstrating shape and proportions that were appropriate for male versus female characters. I also provided paint-overs as visual critique for the modelers making the designs in 3D.
I also acted as 3D supervisor. I oversaw the production of 3D assets as well as manage the interns and monitor their progress.
I was responsible primarily for creating maquettes that were on display in big animation conventions in Paris, France and Las Vegas, Nevada. I worked under the direction of the art director and with constricted time-lines to fine-tune the look of my models to best match the concepts I was given and provide the most beautiful material possible.
I worked under commission doing realistic digital sculpting in ZBrush for 3D printed fine art. I worked on pieces intended for private collections and public installments. One of the clients I sculpted for while I was there was the Huntington Beach Library.