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’ve spent countless hours dissecting gameplay and have come to understand how to create a unique camera language that helps to deliver rewarding and riveting gameplay.  As a designer, I embrace the growth that comes from adapting to new technology and complex and nuanced workflows that we so often encounter in this medium.  As games continue to push the limits 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 designer in the name of perfecting my craft.

 

SKILLS

  • Strong understanding of creative process, conceptual development, content creation

  • Storyboarding, defining cinematic/camera language and style

  • Procedural/run-time game play camera animation/design - (Maya, proprietary animation tools)

  • Cinematic tools/pipeline development

  • Visual node-based scripting- Unreal Engine 5 Blueprints

  • Cinematic scene assembly/layout, Pre-vis (3DS Max, Maya) blocking cameras, characters, and geo

  • Camera animation and sequencing for in game cinematics (After Effects, 3DS Max, Maya)

  • Team leadership, mentorship and creating training procedures to improve ramp up time

  • Project management and production software – Jira, Shotgun, etc.

  • Database integration and content submissions: Source Depot, Perforce

  • Animation QC/Testing

  • Game-play capture/Asset creation – Fraps, OBS, Nvidia Geforce, Black Magic, El Gato

  • Documentation of procedures, process, and tools - Confluence

  • Field production – Camera operation, Audio, lighting, script development

  • Post Production – Editing, Audio mixing, Media management, web video optimization, (CS6, AE)

 

EXPERIENCE

Lightspeed LA: Senior Gameplay/Camera Designer                                                 Feb 2024-Present

·       Gameplay Cameras: Traversal, Vehicle, Combat, ADS/Ranged

·       Gameplay Presentation: IGC layout/implementation, environment establish shots

·       Core camera system design – Procedural camera systems for combat presentation

·       Camera tool development – Unreal blueprint scripting

 

Activision/Blizzard: Senior Cinematic Artist                                                                May 2022-Feb 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

·       Helped develop tools/camera design pipeline

Crystal Dynamics: Senior Camera Designer/Cinematic artist               Feb 2018-May 2022

  • 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                                                                        Feb 2017-Dec 2017

  • Video Editing

  • Color Correction/Motion GFX                                                          

MONOLITH GAME STUDIOS: Senior Artist                                         Feb 2016-Feb 2017

  • IP - Shadow of War

  • Combat camera animation/design

  • Developed camera shake library

  • Skill tree camera support

  • Procedural game play camera Design/animation

343 INDUSTRIES: Game play Capture Artist                                       Sep 2015-Jan 2016

  • IP – Halo 5 Guardians

  • Edited sizzle pieces for press kits

  • Live Broadcast engineer/Technical Director                                          

TURN 10 STUDIOS: Lead Cinematic Artist                                         Nov, 2010-Jan 2015

  • IP - Forza Motorsport 4, 5, 6

  • Procedural game play cameras/cinematics

  • Helped develop cinematic pipeline on a launch title. (Xbox One)

  • Lead cinematics team of 2 designers, ramped up new designers

  • Camera design for different gameplay modes

  • Editor on marketing videos

CLAIRITY PRODUCTIONS, LLC, Owner                                              Aug, 2010-Jan 2018

  • Short films

  • Weddings

  • Live events/Concerts

  • Promotional video spots

SAFECO FIELD VIDEO OPERATIONS                                                Aug, 2010-Jan 2018

  • Editor/Creative director of Athlete motivational video spots

  • Replay Operation, Camera operator, Technical Director

  • Final Cut Studio

SEATTLE SEAHAWKS                                                                            Aug 2011-Aug 2015

  • Camera operation

  • Lighting technician

Tools

  • Proprietary game engine tools

  • NLE systems: Adobe CS, Final Cut Studio

  • Animation– 3DS Max 2014, AE, Maya 2017

 

EDUCATIONAL EXPERIENCE  

EDWARD R. MURROW COLLEGE OF COMMUNICATION

  • Bachelor of Arts in Broadcast Management

  • Business Minor