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