ROLE: Render Technical DirectorOVERVIEW: Worked onstage with Director James Cameron, the art department, and the technical department to help streamline the render process in Real-Time for Avatar films 2 and 3.

ROLE: Render Technical Director

OVERVIEW: Worked onstage with Director James Cameron, the art department, and the technical department to help streamline the render process in Real-Time for Avatar films 2 and 3.

ROLE: Lead game Engine Artist for previs.OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Lead game Engine Artist for previs.

OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Game Engine Artist for previs.OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Game Engine Artist for previs.

OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Game Engine Artist for pitchvis, previs, and postvis.OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Game Engine Artist for pitchvis, previs, and postvis.

OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Game Engine Artist for previs.OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Game Engine Artist for previs.

OVERVIEW: Responsibilities included particle effects creation, lighting, texturing, animation implementation, and rendering.

ROLE: Game Engine Artist for previs.OVERVIEW: Responsibilities included blueprint simulation creation to streamline the crowd animations, particle effects creation, animation implementation, and rendering.

ROLE: Game Engine Artist for previs.

OVERVIEW: Responsibilities included blueprint simulation creation to streamline the crowd animations, particle effects creation, animation implementation, and rendering.