PROFILE
Senior/Lead FX Artist and FX Supervisor with 10+ years creating visual effects for feature films, episodic television, and animation. Skilled in Houdini-based FX development, procedural workflows, simulation, look development, lighting, and rendering. Strong technical and artistic problem solver with experience leading artists, developing production tools and setups, and translating creative direction into practical FX solutions.
SKILLS
Software: Houdini, Maya, TouchDesigner, Unreal Engine, Blender, Nuke, After Effects, Photoshop, Premiere
Coding: VEX, Python, HScript, PyQt, tcsh, C/C++
FX: Pyro, FLIP, Vellum, grains, RBD/destruction, procedural effects, oceans, crowds, USD/Solaris
EXPERIENCE
Crafty Apes — New York, NY
Senior FX Artist / FX Lead
Sep 2024–Oct 2025; Apr–Jun 2026
Worked across multiple contracts as a Senior FX Artist and FX Lead on feature and episodic projects:
•Created a wide range of Houdini effects including explosions, pyro and cloud simulations, grains, Vellum grass, and procedural water.
•Developed FX through lighting and rendering using Houdini, Mantra, and Karma.
•Maintained visual and technical continuity across shots, onboarded artists to FX setups and workflows.
•Led and participated in problem-solving sessions to resolve creative and technical challenges.
•Documented production setups and workflows in the studio's internal wiki; coordinated with pipeline developers and tracked technical issues across multiple shots.
•Projects: Foundation, The Walking Dead: Dead City, The Better Sister, Earth Abides, The Equalizer, Nobody 2, Man With The Bag
Digital Domain — Los Angeles, CA
Senior Look Development Artist / FX Artist
Oct 2024–Apr 2026
Developed production-ready VFX looks for a tentpole feature film:
•Created and refined stylized character fire effects.
•Developed cloth-based environmental FX setups that were adopted by other artists on the team.
•Collaborated with artists and supervisors to refine effect behavior, appearance, and integration into production shots.
•Project: Street Fighter
FuseFX — New York, NY
FX Supervisor
Aug 2022–May 2024
Supervised an FX team delivering work for feature film and episodic television, providing creative direction, technical leadership, shot support, and production troubleshooting:
•Led dailies and artist rounds, providing creative and technical feedback throughout production.
•Developed FX setups and resolved technical blockers affecting shot production.
•Worked with a global production team to deliver major ocean sequences for The Changeling and The Diplomat, including the series-opening ocean sequence for The Changeling.
•Developed specifications and workflows for crowd-system setups and contributed hands-on crowd work
•Developed a Houdini/Vellum system for ship rigging and sail simulation
•Collaborated with R&D on a new Arnold ocean shader plugin, identifying desired features, testing implementations, and providing debugging feedback
•Projects: The Changeling, Mr. & Mrs. Smith, The Diplomat, and American Primeval.
Method Studios — Vancouver, BC
Senior FX Artist
Oct 2021–Aug 2022
Responsible for creating various FX for tentpole films / episodic tv:
•Created heavily art-directed statue destruction effects for Shazam! Fury of the Gods.
•Developed photoreal FX using Houdini-based simulation and procedural workflows.
•Projects: Shazam! Fury of the Gods, Outer Range, and Ms. Marvel.
Rocket Science VFX — Toronto, ON
FX Artist
Apr 2021–Oct 2021
Delivered production FX for a major episodic show, while supporting technical development and department workflow improvements.
•Developed futuristic plasma weapon effects, explosions, destruction, RBD, and pyro simulations.
•Improved department workflows through scripting and pipeline tools.
•Project: The Expanse
Blue Sky Studios/Disney — Greenwich, CT
FX Artist / Fix Compositor
Sep 2010–Apr 2020
As an integral member of a team of FX artists created a broad range of FX for feature animation projects at a major studio. Completed pipeline tasks such as disk cleanup and fxLibrary/search implementation.
•Created reusable rigs/setups that were used by team members to implement FX. (dust, fire, destruction etc)
•Served as sequence representative for stylized fire effects on a film, resolving pipeline and production blockers.
•Built USD/LOPs workflows for placing and modifying elements using USD variants.
•Leveraged and extended department FX assets to accelerate shot production.
•Developed novel solutions on top of built in ones including a customized pyro clustering scheme for a large-scale ‘lake of fire’, stylized solar flares, and anime-inspired fire looks.
•Developed department FX-library tools for asset search, import, and publishing using Python, VEX, and Houdini Digital Assets.
•Wore many hats, including “pipeline TD’ – implementing “large-cache” data scanning/optimization code.
•Served a long stint in final compositing, creating hybrid 2d/3d matte-painting cleanup approaches
•Developed a script-based Nuke plugin for a cryptomatte-like object identification in “CGI Studio” renders
•Projects: Ice Age (3,4,5), Rio (1,2), Epic, Spies In Disguise, Peanuts, Ferdiand, Anubis (unreleased), Nimona
Blue Sky Studios — Greenwich, CT
Lighting Technical Assistant/Wrangler
Sep 2008–Apr 2010
In a technical role assisted the studio in render farm, pipeline and data conversion tasks
•Wrote scripts to interface with shot tracking software to improve team workflow
•Responsible for conversion / visual QC rendering between 3rd-party DCCs (s/a maya) and CGI Studio (proprietary renderer).
PUBLICATION
TEACHING
School of Visual Arts, MFA Program — Introduction to 3D Modeling and Animation | 2011
EDUCATION
School of Visual Arts - M.F.A., Computer Art | 2008
Stevens Institute Of Technology - B.S., Computer Science | 2000