About

[ personal info ]

As a kid, I was already very interested in animation and art, and also fascinated by science and technology. Computer graphics and visual effects became the perfect marriage of both these childhood passions.




Since "visiting distant galaxies" or "gaining superpowers" seemed to be not very attainable goals (at least within my lifetime), I decided to pursue computer graphics head on.


I started working professionally with CGI in 1996.


Later, in 1999, I was hired by Vetor Zero - one of the key animation and digital effects studios in Latin America. The eight years spent there gave me a great opportunity to develop my skills, expand my knowledge of CGI production and the ability to do teamwork.


That position basically added to the regular production tasks (animation, modelling, texturing, rendering, compositing, etc.) the responsibilities of being in direct contact with the agency and the client, to be briefed and to provide production feedback, team assembly and supervision, some technical direction, animation direction/approval, post-production and animation orientation for live-action directors as well as VFX shot supervision, making sure the live-action plates we need to work were being properly shot on set.


I was later offered the additional role of R&D Coordinator so I could act as a “bridge” between the 3D Production Department, and the company's emerging R&D Department, making sure there was a proper flow of communication and work between both.


This got me constantly involved in a search for new techniques and technologies to improve our work flow and empower the artists with new tools more suited to the challenges we faced in our fast-paced production environment.


I have a good understanding of all the aspects of the industry, from concepts of software development, to modelling / rig / animation / fx / lighting and shading, to production and management. But I am aware of a constant need to learn and improve.


I have been employed as Senior Digital Artist at Image Engine Design Inc. in Vancouver since 2007.


This new position has allowed me to focus my previous experience into more detailed and true-to-life challenges, different from the stylized and non-photoreal approach so common in my previous advertisement work.


I am part of IE's Assets Department, building the characters, vehicles and props of the film projects awarded to us. Our tasks involve modelling, texturing and look development, and I am currently focused on the texturing aspects of the projects we are working on.


So, while the galaxies and superpowers are still far to reach, I have worked with aliens in South Africa, mutant cels under a microscope, have shattered vampires, lit drumming bunnies, played with stargates, visited Atlantis, textured robots, sculpted cliff faces, and a lot more. How many people can say that about their everyday work?!


If you have any questions, feel free to drop me a line.