• 00:03-00:21 - Max and the Midknights - Nickelodeon Animation Studios - Worked on visual development and appeal for realtime stop motion aesthetic, Nickelodeon's first animated show using Unreal Engine. As Digital Design Director, I worked with our overseas team to model all the character, prop and sets assets for the show. Art Direction by Sica Von Medicus. Software - Maya, ZBrush, Unreal

    00:22-00:35 - Marvel Midnight Suns - Firaxis Games/Counterpunch Studio -  Worked on previs shot layout workflow and assisted the animation director in creating game cinematics with iconic characters Dr Strange, Iron Man, Blade and more. Software - Maya

    00:03-00:52 - Ultra City Smiths - Stoopid Buddy Stoodios -  Managing the digital design team to visually develop/sculpt/engineer 3D printed characters and assets for Ultra City Smiths, stop-motion animated tv show on AMC. Lead role, Interfacing and collaborating with showrunners, directors, 3D printing, puppets, costumes and animation depts.Art Direction by Kei Chong. Software - Maya, ZBrush, Magics

    00:53-01:05 - Santa Inc - Stoopid Buddy Stoodios -  Design and 3D modeling on some character puppet heads, props and accessories which would be 3D printed and used for stop motion animation. Art Direction by Kei Chong. Software - Maya, ZBrush, Magics

    01:06-01:36 - Supermansion - Stoopid Buddy Stoodios -  I was responsible for design and 3D modeling on several character puppet heads, props and accessories which would be 3D printed and used for stop motion animation. Art Direction by Kei Chong. Software - Maya, ZBrush, Magics

    01:37-01:48 - Target Odyssey - Method Studios - I was responsible for modeling, layout and previs animation for the series of holiday commercials. Built several of the candy and gingerbread buildings, Lego characters, presents, target boxes, Lego pirate ship and Twizzler Kraken. Art Direction by Brian Pohl.  Software - Maya, Zbrush, Photoshop.

    01:49-02:07 - Overwatch Colossal Collectibles - Alliance Studios - I was responsible for re-modeling Blizzard game character "Genji" to appear more like an articulated collectible toy and slice/key/prep for 3D print. Art Direction by Eddie Yang and Steve Wang. Software - Maya, Modo, Zbrush.

    02:08 - 02:29  - Quake Champions - Method Studios - I was primarily responsible for previs character modeling and texturing, and secondary layout, animation and camera. Art Direction by Brian Pohl. Maya, Zbrush, Photoshop

    02:30 - 02:48  - Clash Royale 360 - Psyop/Proof - I was responsible for modeling, layout and previs character walk/attack cycle animations in part for Hog rider 360 and primarily for another accompanying but cancelled Clash Royale 360 VR experience. Art Direction by Brian Pohl and David Chontos. Software - Maya, Zbrush, Photoshop

    All images and video copyrights belong to the respective owners of the content and production studios.

    Song: "Green Hornet" - Blassportgruppe live

 
 
  • 00:03-00:35 - Supermansion - Stoopid Buddy Stoodios -  I was responsible for design and 3D modeling on several character puppet heads, props and accessories which would be 3D printed and used for stop motion animation. Art Direction by Kei Chong. 
    Software - Maya, ZBrush, Magics

    00:36-01:00 - Target Odyssey - Method Studios - I was responsible for modeling, layout and previs animation for the series of holiday commercials. Built several of the candy and gingerbread buildings, Lego characters, presents, target boxes, Lego pirate ship and Twizzler Kraken. Art Direction by Brian Pohl. 
    Software - Maya, Zbrush, Photoshop.

    01:01-01:20 - Overwatch Colossal Collectibles - Alliance Studios - I was responsible for re-modeling Blizzard game character "Genji" to appear more like an articulated collectible toy and slice/key/prep for 3D print. Art Direction by Eddie Yang and Steve Wang.
    Software - Maya, Modo, Zbrush.

    01:21 - 01:41 - Quake Champions - Method Studios - I was primarily responsible for previs character modeling and texturing, and secondary layout, animation and camera. Art Direction by Brian Pohl. Maya, Zbrush, Photoshop

    01:42-02:13 - Dead Realm -  3 Black Dot - I was responsible for unifying the"look" of existing playable human and ghost character models as well as 3D modeling, texturing, rigging and animation sets for new ghosts for the PC Steam title. Art Direction by Marwan Abderrazzaq and Angelo Pullen. 
    Software - Maya, Modo, Zbrush, Photoshop.

    02:14 - 02:32  - Clash Royale 360 - Psyop/Proof - I was responsible for modeling, layout and previs character walk/attack cycle animations in part for Hog rider 360 and primarily for another accompanying but cancelled Clash Royale 360 VR experience. Art Direction by Brian Pohl and David Chontos. 
    Software - Maya, Zbrush, Photoshop

    All images and video copyrights belong to the respective owners of the content and production studios.
    Song: Cowboy Bebop OST 1 - Too Good Too Bad

 
 
  • 00:02-00:06 - Cricket cell phone model - I modeled the cell phone. Animated by Sebastien Szyzka.
    Software - Maya, Modo, Cinema 4D.

    00:07-00:11 - Product Stills - Cricket cell phone model, Gshock, Mcdonalds packaging, Rosarita Beans, Olay moisturizer, Secret deoderant,
    Jello packaging, Squished Bag, Beartraps and French Horn. I modeled, textured and rendered the props and did post work.
    Software - Maya, Modo, Cinema 4D, Zbrush, Photoshop.

    00:12-00:17 - First Valentine, 3D illustration based on concept by Pascal Campion, Rain or Shine, also based on a found concept. Responsible for all modeling, texuring, rendering and comp. Software - Maya, Modo, Zbrush, Photoshop

    00:17-00:23 - Rexed Wedding, responsible for 3D models/textures/renders of dinos, as well as integration.
    Trex rig by Joel anderson, Photography by Christopher Simons. Software - Maya, Modo, Zbrush, Photoshop.

    00:24-00:27 - Moen Faucet photo integration, renders by Ryan Bardsley. I was responsible for Cad file conversion, assembly, texturing and rendering on several such samples at Clutch Studios. Software - Polytrans, Modo, Photoshop.

    00:27-00:39 - H-D video integration, renders/animation by Scott Rachwalski. I was responsible for modeling organics, Cad file conversion, bike assembly, texturing, rendering and integration on several such samples at Clutch Studios.
    Software - Polytrans, HDR Light Studio, Modo, Photoshop, After Effects.

    00:39-00:42 - Robot arm, animation/rendering by Brian Bullock. I was responsible for creating a dynamic and responisive rig for the robot.
    Software - Maya.

    00:43-00:52 - McDonald's "Happy" agency sample. I was responsible for rigging, setup and rendering samples for the provided model.
    Software - Maya, Modo, Photoshop

    00:52-01:00 - Hotels.com "Smart Guy." Model by Tim Mcmahon, Animation by Jason Hopkins. I was responsible for facial rig and setting up blendshapes.
    Software - Maya, ZBrush, Photoshop.

    01:00-01:08 - Bonefish model and rig. Animation by Carlos Molina. I modeled and textured the fish and did the character setup with a joint skeleton and dynamic rigging. Software - Maya, Photoshop.

    01:09-01:15 - German Shepard Rig/animation, I was responsible for model, textures, fur, rig and animation and render.
    Software - Maya, ZBrush, Photoshop, After Effects

    01:16-01:18 - Secret Deoderant animation, I was responsible for storyboarding, animation, rendering and comp.
    Software - Maya, Photoshop, After Effects.

    01:18-01:22 - Heart Anatomy, Illustrations by Christine Mccabe, I was responsible for animation/compositing.
    Software - Photoshop, After Effects.

    01:23-01:25 - Blastocyst animation - Modeled, textured, litand animated the implanting of a blastocyst for a medical animation.
    Software - Maya, Aftereffects, Photoshop.

    01:25-01:27 - Cutout Kick Animation. I was responsible for creating cutout rigs and animating the comic in After Effects
    Software - Photoshop, After Effects.

    01:28-01:31 - Waterman animation - Modeled, textured, rigged and animated the waterman for a tv commercial on conserving water resources.
    Software - Maya, After Effects, Photoshop.

    01:31-01:37 - Warehouse animation. Models by Anthony Barnes. I was responsible for additional modeling, layout, animation and rendering.
    Software - Maya, After Effects.

    01:38-01:45 - H-D MY15 experience. I was responsible for design concepting and animation for proposed web user interface.
    Software - Modo, Photoshop, After Effects.

    01:46-01:52 - Bullet animation - I modeled, textured and rigged the bullet. Animation by Carlos Molina.
    Software - Maya, Photoshop.

 
 
  • 00:00-00:37 - Rexed Wedding, responsible for 3D models/textures/renders of dinos, as well as integration. Trex rig by Joel anderson, Photography by Christopher Simons. Software - Maya, Modo, Zbrush, Photoshop.

    00:38-01:15 - Curse of Spawn, based on the collectible by Todd Mc Farlane, responsible for all 3D models/textures/renders/rigging/animation & illustration. Software - Maya, Modo, Zbrush, Topogun & Photoshop

    01:16-01:42 - Rain or Shine, found concept art, responsible for all 3D models/textures/renders & illustration.Software - Maya, Modo, Zbrush & Photoshop

    01:43-01:55 - 3D Caricatures - All 3D illustrations created by me, models, texture, lighting, rendering, effects and compositing, mostly Zbrush & Photoshop