CINEMATIC DESIGN RESUME
Over a decade of AAA experience has developed both a strong instinct for the creative process and the ability to deliver world class content before deadlines, despite technical hurdles. I approach each gameplay feature with a wealth of technical experience and a strong ability to find solutions and adapt to new technology and complex and nuanced workflows that we so often encounter in this medium. I work well with others and have a thorough understanding of each discipline and what is needed from each to bring a feature to completion. As games continue to push what is possible in cinematography, I am proud to be on the frontlines of that movement and I pledge to continue exploring new ways to improve and grow as an artist and camera designer.
SKILLS
13+ years of experience in cinematic design for games, 5 shipped titles
Strong understanding of creative process, conceptual development, content creation
Strong sense of cinematic language: Composition, lighting, pacing, camera and character animation, editing
Excellent communication and leadership skills, thrives in collaborative environment
Procedural/run-time camera design for IGCs - (Maya, proprietary animation tools, Unreal Sequencer)
Creative problem solver and comfortable working across disciplines – Mission, combat, environment, lighting, fx
Visual node-based scripting: Unreal Engine 5 Blueprints
Cinematic scene assembly/layout, Pre-vis (3DS Max, Maya) blocking cameras, characters, and geo
Combat/Encounter and mission design with a focus on character, controls, camera
Cinematic tool/pipeline development
Project management: Jira, Shotgun, Source Depot, Perforce
Documentation of procedures, process, and tools - Confluence
Broadcast field production – Camera operation, replay, technical director, Audio, lighting, script development
Post Production – Editing, Audio mixing, Media management, web video optimization, (CS6, AE)
EXPERIENCE
LIGHTSPEED LA – Associate Lead Camera Designer 2.2024-Present
IP – The Last Sentinel
· Gameplay Cameras: Traversal, Vehicle, Combat, ADS/Ranged - Unreal blueprint scripting
· Gameplay Presentation: IGC layout/implementation, environment establish shots
· Core camera system design – Procedural camera presentation systems for combat presentation
· Content Creation Tools/Pipeline dev w/ENG, writing design specs for engineering support
· Project management
ACTIVISION/BLIZZARD: Senior Cinematic Artist 5.2022-2.2024
IP – Diablo IV
· Designed run-time cinematics using a library of pre-existing animations
· Worked across teams/Disciplines (Narrative, FX, Lighting, Animation)
· Developed new cinematic features, owned/maintained content and sustain
· Helped with accessibility content/camera menu
· Created cinematic marketing content
· Cinematic Layout
Crystal Dynamics: Senior Camera Designer 1.2018-5.2018
IP – Marvel’s Avengers
Owned and built out systemic combat/traversal/ranged cameras
Scripted systems to create run-time presentations for finishers and heroic presentations (ISS/QTE)
Acted as liaison between FX artists, level designers, animators, designers, and engineers
Boss fight camera design, camera design for different gameplay modes
· Designed camera shake system, mitigated combat chaos with camera design systems (Camera collision/NPC fade)
Documented systems, oversaw outsourcing use of systems and tools
Defined objective camera rules to help guide content creation
Lead team of camera designers to deliver high quality content
Assisted combat animation, melee/ranged combat design
Developed player camera menu options (Target assist, camera proximity, camera shake intensity)
COLOR CREATIVE: Freelance 2.2017-12.2017
Video Editing
Color Correction/Motion GFX
MONOLITH GAME STUDIOS: Senior Artist 2.2016-2.2017
IP - Shadow of War
Combat camera animation/design
Developed gameplay feedback library- Camera shake/padshock
Skill tree camera support
Procedural game play camera Design/animation
343 INDUSTRIES: Game play Capture Artist 9.2015-1.2016
IP – Halo 5 Guardians
Edited sizzle pieces for press kits
Live Broadcast engineer/Technical Director
TURN 10 STUDIOS: Lead Cinematic Artist 11.2010-1.2015
IP - Forza Motorsport 4, 5, 6
Lead Capture/Editor on marketing videos
Developed Capture tools/pipeline
Procedural game play cameras/cinematics and presentation for different gameplay modes
Helped develop cinematic pipeline on a launch title. (Xbox One)
Lead cinematics team of 2 designers, ramped up new designers
Partnered with leads across teams to develop visual language and product style to adhere to art direction
CLAIRITY PRODUCTIONS, LLC, Owner 08.2010-Present
Weddings, Short films
Live events/Concerts
Promotional video spots
SAFECO FIELD VIDEO OPERATIONS 8.2010-2.2017
Editor/Creative director of Athlete motivational video spots
Replay Operation, Camera operator, Technical Director
SEATTLE SEAHAWKS 8.2011-2.2017
Camera operation
Lighting technician
EDUCATIONAL EXPERIENCE
EDWARD R. MURROW COLLEGE OF COMMUNICATION
Bachelor of Arts in Broadcast Management
Business Minor
References
Brian Yu
Lightspeed LA – Gameplay Director
Remi LaCoste
Crystal Dynamics – Game Director
Tim Dean
Turn 10 - Cinematic Director
George Zimmet
Monolith - Presentation Director
Rocky Newton
Monolith – Realization Presentation Lead