| |
Clients |
| |
|
| |
Paramount
Pictures |
| |
Twentieth
Century Fox |
| |
Lucasfilm
/ Lucas Animation |
| |
Industrial
Light + Magic |
| |
Universal
Pictures |
| |
Digital
Domain |
| |
Dino
De Laurentiis Company |
| |
Lightstorm
Entertainment |
| |
Bay
Films |
| |
Walt
Disney Animation Studios |
| |
Blue
Sky Studios |
| |
Rainmaker
Animation |
| |
Mattel,
Inc. |
| |
Nokia,
Inc. |
| |
Cinemolivas
Productions |
| |
Electronic
Arts, Inc. |
| |
Walt
Disney Imagineering |
| |
Universal
Studios |
|
|
When I was a kid I liked dinosaurs and airplanes. My
dad, who is an industrial designer, taught me how to
draw decently by age 5 or 6, so I would make my own
dinosaur books or draw stuff I’d seen in movies.
After graduating from high school, I went to UCLA
to get a broad education and took night classes at Art
Center College of Design to help focus my design
skills.
I
started Art Center full-time in Fall '94 with a scholarship,
majoring in Transportation Design. I wanted to make
sure I learned the nuts and bolts of Industrial Design
as well as the Illustration skills- to be able to design
a vehicle or an environment that makes sense and looks
good and then to depict it in three dimensional space.
About halfway through my studies, Art Center started
to feature Entertainment Design classes. By that time,
I knew I didn't want to be a car designer. My heart
was more in airplanes and architecture, I guess. I eventually
graduated with honors as a Transportation Design major
with emphasis on Entertainment Design. My time at Art
Center was really fantastic. The quality of the instructors
was high, but I really owe my experience to classmates
and upper term students for providing the competition
that was essential to push me along.
I
got a job at Walt
Disney Imagineering right out of college and also
did some freelancing on the side for Universal
Studios. WDI was a great place to work, but a lot
of the projects moved too quickly from the ‘blue
sky fun’ phase to the engineering, budgeting,...
the reality part. A refreshing change came in the form
of a job at Industrial
Light + Magic in the digital features division.
I was at ILM for 3 years before moving up to Skywalker
Ranch as a Concept Design Supervisor on Star
Wars Episode 2: Attack of the Clones (2002)
and stayed on for Episode
3: Revenge of the Sith (2005). I was also a
Senior Art Director at ILM where I did a lot of hands-on
work during the post-production of Star Wars
movies and played a major role in creating the
Tripods in Steven Spielberg's War
of the Worlds (2005).
At
the beginning of Episode III pre-production,
I went down to Pasadena every weekend to teach an Advanced
Entertainment Design course at Art Center. Response
was great, and it was a great experience for me, too.
But, my work schedule got too hectic to continue. In
late 2003, I got together with Alex Alvarez at Gnomon
School of Visual Effects to produce DVD
demos. They do not focus on the software but on
the techniques I use daily at work. It has been over
three years, and they continue to serve as a great substitute
to being in my class for those who want to learn to
design and paint digitally for feature film, themed
environment, and video games.
In
the Spring of 2005, I relocated back to Southern California
to start the next chapter of my career as a freelance
concept artist. I still have strong ties to Lucasfilm
and Lucasfilm,
and my client list keeps growing and now includes Paramount
Studios, Universal
Pictures, Mattel,
Sony
Pictures, Blue
Sky Studios, Bay Films, Lightstorm Entertainment,
Walt
Disney Animation Studios, Dino
de Laurentiis Company, Digital Domain, and Electronic
Arts. I have been lending my skills on many bid
projects as well as high profile film projects such
as Star
Trek (2009), Transformers
2 (2009), and James Cameron's Avatar
(2009).
Since August 2008, I've been back in Northern California
working on Disney's John Carter of Mars (2012),
directed by Andrew Stanton of WALL•E
(2008)
and Finding
Nemo (2003). |