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BREAKDOWN

The First: Season 1 [2018] • Sr. Look Dev / Lighting Artist Katana, Renderman, Nuke

1st shot: Rocket launch FX volume exports look dev

  • Worked and collaborated with FX team to define look and feel for FX volume exports
  • Published shader to use across rocket launch sequence as a base template for shots consistency

2nd shot: Earth look dev and lighting

  • Worked and collaborated with FX team to develop methodology for FX cloud layout for shots containing earth
  • Constructed shading network for earth, FX cloud and lit shot

3rd shot: MTV space station and earth look dev and lighting

  • Worked and collaborated with VFX Supervisor to develop look and feel of MTV space station
  • Constructed shading networks for MTV space station and Earth
  • Collaborated with Comp Supervisor to determine methodology and layer output
  • Lit shot to integrate with live action plate

Other show duties:

  • Researched and gathered data and visual references of real life facts and events
  • Managed render layers and optimized render settings for final render
  • Helped set up other shows to use methodology for FX cloud rendering

Thor: Ragnarok [2017] • Sr. Look Dev / Lighting Artist Maya, V-Ray, Nuke

1st shot:  Commodore spaceship and escape tunnel look dev and lighting

  • Developed and constructed shading networks for Commodore spaceship and escape tunnel
  • Worked with texture artists to achieve the desired look of assets
  • Lit shot to integrate with live action plate

2nd shot:  Commodore spaceship and an escape tunnel look dev 

3rd shot:  Commodore spaceship look dev

Other show duties:

  • Developed and constructed shading networks for Warsong spaceship

Stranger Things: Season 2 [2017] • Sr. Look Dev / Lighting Artist Katana, Renderman, Nuke

1st -2nd shots:  Vine lighting

  • Light CG vines to match and integrate to existing live action vines on plate

3rd – 4th shots:  FX atmosphere look dev, Rift Chamber lighting

  • Responsible for maintaining master light rigs and atmosphere FX live group for a team of lighters to use in sequence inside Rift Chamber
  • Designed and developed elevator light rays look within the FX atmosphere
  • Worked and collaborated with Comp Supervisor and Leads to determine layer output
  • Lit key shots to set look and mood for sequences inside Rift Chamber and integrate with live action plate
  • Lit a series of shots for one of the Rift Chamber sequence

5th – 7th shots:  Demogorgon dogs lighting

  • Light Demogorgon dogs to match and integrate to live action plate

Other show duties:

  • Worked and collaborated with FX team to develop look for synapse FX using Houdini export datas

Ghost in the Shell [2017] • Sr. Look Dev / Lighting Artist Katana, V-Ray, Nuke

1st – 3rd shots: Hycop helicopter and gunmen look dev and lighting, environment lighting

  • Developed and constructed shading networks for Hycop helicopter and Hycop gunmen
  • Worked with modelers and texture artists to achieve the desired looks of assets
  • Lit shot to integrate with live action plate
  • Creatively lit an all CG shot while maintaining sequence continuity

Other show duties:

  • Worked with Dev and FX department to help studio with standardizing Houdini to Katana workflow 
  • Managed render layers and optimized render settings for final render

Star Trek: Beyond [2016] • Sr. Look Dev / Lighting Artist Katana, V-Ray, Mudbox, Nuke

1st shot: Kalara ship look dev and lighting

  • Worked and collaborated with DFX supervisor to define look and feel of injured mysterious Kalaras ship
  • Developed and constructed shading networks for Kalaras ship

2nd shot: Abernath cradle and magical liquid look dev and lighting

  • Developed and constructed shading networks for Abernath cradle and magical liquid
  • Matched look and behavior of magical liquid shader to integrate with live action plate
  • Lit shot to integrate with live action plate

Other show duties:

  • Developed and constructed shading networks for Abernath box
  • Packaged Abernath box asset to share with other facilities and vendors

Deadpool [2016] • Sr. Look Dev / Lighting Artist Maya, V-Ray, Mari, Nuke

1st – 2nd shots: Hellicarrier support look dev and lighting

  • Worked and collaborated with department supervisors and texture artists to define look and feel of assets
  • Developed look and constructed shading networks for Hellicarrier support
  • Lit shots while maintaining continuity

Other show duties:

  • Responsible for constructing over 20 shaders for BG props and a digital double
  • Developed look and constructed shading networks for other hero assets (Beam and Container door)
  • Lit key shots containing hero assets container door to integrate and match to live action plate
  • In shot look dev and lit CG interior set to integrate with talent(s) shot against green screen

After Earth [2013] • Lead Look Dev / Lighting Artist Maya, V-Ray, Arnold, Illustrator, Photoshop, Nuke

1st – 4th shots: Topo look dev and lighting

  • Worked and collaborated with VFX and CG Supervisors to develop methodology
  • Developed look and constructed shading networks for a navigation system in Hesper spaceship called Topo
  • Created light rigs to distribute to shots for final renders
  • Match and integrate CG assets lighting to live action plates
  • Responsible for lighting and maintaining continuity for all shots containing Topo

Other show duties:

  • Fill in and took charge in absence of department supervisors/leads
  • Developed look and constructed shading networks for other hero assets (holographic GUI and a curtain door)
  • Designed efficient render layers and passes to use in shots

Cirque du Soleil: World’s Away [2012] • Lead Look Dev / Lighting Artist Maya, V-Ray, Nuke

1st – 2nd shots: Vermiculite look dev and lighting

  • Worked and collaborated with VFX, Comp Supervisors and FX department to develop methodology
  • Matched look based on references provided and constructed shading networks for a coarse sand-like mineral called Vermiculite
  • Created light rigs to distribute to shots for final renders
  • Lit all shots in sequence containing Vermicullite to integrate and match to live action plate
  • Managed render layer and passes and optimized render setting for shots

Other show duties:

  • Worked and collaborated with layout artist to set timing and built base for Vermicullite FX simulation and lighting

The Avengers [2012] • Sr. Look Dev / Lighting Artist Maya, Mental Ray, Nuke

1st shot:  Helicarrier interior look dev and lighting

  • Developed look and constructed shading networks for interior of Helicarrier and digital doubles to use in different times of day scenario
  • Created light rigs to distribute to shots for final renders
  • Managed render layer and passes and optimized render setting for shots containing Hellicarrier

Tron: Legacy [2010] • Lighting Artist Maya, V-Ray, Nuke

1st – 3rd shots: Environment lighting

  • Lit environment to integrate with live action plate and maintain sequence consistency
  • Lit Rinzler character to match live action plate and provide compers with additional render layers for CG environment integrations
  • Managed assets, render layers, passes and optimized settings for final renders

Priest [2011] • Sr. Look Dev / Lighting Artist Maya, Mental Ray, Nuke

1st – 2nd shots: Statues look dev and lighting

  • Developed and constructed shading networks for statues and their integration to live action ground plate
  • Worked with modeler and texture artist to achieve the desired looks of assets

3rd – 6th shots: Trains and Train Tracks look dev

  • Developed and constructed shading networks for trains to match live action box cars and their integrations
  • Painted and altered generated texture maps to use with shaders
  • Created light rigs to distribute to shots for final renders

Other show duties:

  • Fill in and took charge in absence of department supervisors/leads
  • Collaborated and worked with department supervisors and leads to develop show pipeline
  • Developed and constructed shading networks for props and set extension
  • Designed efficient render layers and passes to use in shots