2026 to present
Blizzard Entertainment
Senior Lighting Artist II
Cinematic lighting, rendering and compositing workflows, production tools, artist mentorship, and creative and technical shot review.
Experience
A résumé-based chronology of roles, responsibilities, and production contexts. Seniority is shown through the work, not reduced to a headline number.
2026 to present
Cinematic lighting, rendering and compositing workflows, production tools, artist mentorship, and creative and technical shot review.
2024 to 2026
Real-time game cinematics in Unreal Engine, lighting blueprints, complex materials, optimization, troubleshooting, mentorship, and lead coverage.
2024
Lighting for a mobile game cinematic, PBR lighting and compositing pipeline development, OCIO ACES, and Nuke deep-compositing tools.
2023 to 2025
Multi-minute cinematics from previs and layout through assets, MetaHumans, cameras, Niagara effects, and Lumen lighting rigs.
2022 to 2023
Unreal Engine and NukeX color workflow, deferred-rendering research, documented best practices, visual targets, and environment rigs.
2014
Lighting and compositing for Black Sails.
2014
Lighting and compositing for a sphere-projection project.
2001 to 2014
Feature-film lighting and compositing, plus geometry, shaders, and materials when production needs called for broader final-image support.
2010 to 2012
Shot lighting, sequence and effects setups, and stereo-ready shot construction.
2008
Modeling, texturing, shader work, and lighting-look development.
2007 to 2008
Modeling, texturing, shaders, lighting, and compositing.
2002
Commercial work from animatic through final render and compositing.
2000
Effects-shot delivery within an established production pipeline.
1998 to 2000
Commercial VFX supervision, client communication, CG pipeline work, and final delivery.
1997 to 1998
On-set green-screen supervision and integration of live elements with CG environments.
Core toolkit