Experience
id Software, Richardson, TX
Lead Lighting Artist | June 2021 – Present
- Collaboration with leads and directors
- Creative reviews for all level lighting and cinematics
- Assignments, scheduling, 1on1s, performance reviews
- idTech technology development
- Feature planning / discussions / testing / feedback
- Model viewer & cinematic lighting tools
- Exposure, HDR & color grading
- Doom: The Dark Ages Revelations
- Managed team of 3 lighters and 1 vista artist
- Level & Cinematic lighting
- Slayer’s Nightmare
- Chain Spear Tutorial
- Classic Doom maps
- Ripatorium arena maps: Bone, Ice Hell, Classic
- Various arenas
- Doom: The Dark Ages
- Managed a team of 4-5 including in-office and remote. Onboarding for outsource lighting artists.
- Level lighting
- Cinematic lighting for epilogue barracks
Respawn Entertainment, Chatsworth, CA
Lead Lighting Artist | April 2020 – May 2021
- Star Wars Jedi: Survivor
- Recruited and trained two new hires
- Planned story based lighting progression
- Blueprint development
Senior Lighting Artist | May 2018 – April 2020
- Star Wars Jedi: Fallen Order
- Established look development test beds, photometric exposure standards, and documentation
- Worked directly with programmers to develop features
- Training and support for in house and outsource lighters
- Lighting on various planets and districts
- Bracca: Work site, Passenger Train, Cargo Train
- Zeffo: Crashed Venator, Tomb of Miktrull, additional bits
- Kashyyyk: Assisted E3 cinematic lighting, additional bits
High Moon Studios, Carlsbad, CA
Lighting Artist | July 2015 – May 2018
- Destiny 2: Forsaken
- Environment lighting primarily on various Tangled Shore exteriors
- The Cobble, Sorik’s Cut, The Boil, Salvage Zone QX
- Environment lighting primarily on various Tangled Shore exteriors
- Call of Duty: Infinite Warfare
- Lighting for Operation: Burn Water (refinery on Titan)
- Destiny 2
- Environment lighting on various areas of IO destination
Ready At Dawn, Irvine, CA
Lighting Artist | February 2014 – June 2015
- The Order: 1886
- Environment lighting for Mayfair and Tesla’s Lab
- Various cinematic lighting
Moving Picture Company, Santa Monica, CA
Lighting Artist | September 2011 – February 2014
- Performed various roles including:
- On-set CG supervision, HDRI acquisition
- Look-development, lighting, rough compositing
- Workflow and pipeline tools (python, MEL)
- Completed 31 jobs in 2½ years, including:
Pendulum Studios, San Diego, CA
Shading & Lighting Artist | June 2010 – December 2010
- Red Faction: Armageddon
- Materials, lighting, and MEL tools for pre-rendered cinematics
SCAD School of Film and Digital Media, Savannah, GA
Systems Support | January 2009 – March 2011
- Support for Linux and Windows systems
Skills
Leadership
- Coaching, creative feedback, and planning
- Positive and realistic attitude
Strong technical knowledge
- Shader programming, scripting, blueprints, photometric lighting, color grading
- Familiar with current technical papers and rendering techniques
Visual problem solving
- Understanding of color, composition, contrast in 2D and 3D environments
- Gameplay, performance, and visually-oriented acuity
Tools
- idTech, Unreal Engine, various proprietary game engines
- Blender, Maya, 3ds Max, Houdini, Nuke, Resolve
- V-Ray, Arnold, Renderman, Mental Ray, Mantra
- Python, MEL, Linux (bash)
Education
Savannah College of Art & Design, Savannah, GA
BFA Visual Effects | 2011
Minor in Technical Direction