A little background…
Like most of my peers, I grew up on games. When I was just a little tyke my parents saw video games and computers as something special that would define my generation, or at the very least, keep us 5 kids out of their hair so they could do (arguably more boring) “adult things.” Whatever it was, I will always remember the TRS-80 and it’s cassette tapes from Radio Shack, our (several) Atari 2600’s we picked up with $0.50 – $2.00 games at weekend yard sales, our various varieties of Apple computers (IIe, IIc, IIgs), and my dad’s monochrome IBM followed by a...
read moreBoanerges Studios
In 2005, I co-founded Boanerges Studios with Chris Whaley and Garland Wong in San Diego, CA to work on a first person shooter code-named Armageddon for XBOX360 and PC. My team continued to develop Reality Engine after the Epic buyout, integrating cutting edge physics, effects, and gameplay into our game design. I wrote the Game Design Document and directed much of the art and coding effort that went into the title. Armageddon was in development for a year and was strongly considered by EA, Vivendi, and SOE before it was finally picked up by Atari. Unfortunately, the game was cancelled a few months later when the publisher's financial situation bottomed out.
read moreNew Eden Pitch
I directed and served as the VFX Supervisor for a client who wanted to pitch a television show based on real-life people inside of video games. The client requested that we use live-action sequences from a similar film and mash them up with our own CG. We used Maya, mental ray and Combustion. I rendered everything with mental ray in passes and composited in Combustion with motion blur using 2D motion vectors....
read moreGeorge and the Dragon
My first film work in visual effects! I did all of the water splashes in Maya using particles. I rigged some emitters to the dragon’s wings and set them to trigger when crossing the water...
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