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 more

Boanerges 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 more

New 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 more

George 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...

read more