A multi-faceted technical artist/TD with 15 years of production experience spanning feature film VFX, episodic animation, commercials and now game development. Appreciates the equal importance of cinematography and rendering theory in realizing top-tier visuals.
Consistently seeking ways to improve and scale production pipelines, while ensuring artist workflows stay technically succinct.
Communicates well with teammates of all cultures and walks of life. Always ready for a bubble-tea run.
Primarily contributing in lighting, rendering, and python tools development. With supporting skills in asset creation and FX. Most recently learning C++, HLSL and a little Japanese in my spare time.
- Specialist-level lighting and rendering, including practical HDRI shoots for lookdev pipeline setup. Contributing to both cinematics and in-game lighting. (UE, Maya/Arnold)
- Design and implementation of art department's asset management pipeline (Python and PySide2)
- Technical documentation creation on various topics such as digital colour management and pipeline tools.
- Generalist-level asset creation support (Maya, Substance Painter)
Co-founded an animation and visual effects studio in Singapore with one other partner. Created CG visuals for brands such as BMW, Betadine, National Library Board and Channel News Asia. The studio was shuttered at the end of 2018.
Adjunct lecturer for Singapore Polytechnic's Digital Animation course. Taught production lighting skills, practical lighting, camera basics, rendering theory and intro to Python. With some basic hard-surface modelling and Substance painter for good measure.