Terria of Blood Rock

Terria is a character I’ve been noodling at on and off for about a year now.

Terria is a character I’ve been noodling at on and off for about a year now.

Excited to be working with such a talented group of folks at Walt Disney Animation Studios! Here are some still frames from the trailer that contain work I did as part of the sets team. The full trailer can be viewed on Youtube. All of these images contain the collaborative work of several artists.

Here is some work I did as a texture painter on the Predator – Killer of Killers feature film for Hulu/Disney at The Third Floor. Great experience for the time I was on. Note that I was on at an earlier stage of the project, so many other hands touched and modified these assets. I mainly worked on the hero Predator Ship, the young Anders character (along with modeling adjustments), doing passes on the other…

Here’s a character that I’ve been working on outside of freelance work. The point was just to do a little creature for fun that involved a lot of organic texturing details that I don’t normally get to do professionally. I do plan to put it into a proper scene eventually. I was going for a creepy-cute aesthetic and mixed in some elements of frogs/toads, dinosaur arms, elephant legs, mushroom head, and a shell for the…

Here is a splash screen I CG supervised and did a lot of the work on to celebrate Women’s Day for Supercell. The final image showcases a variety of characters from their different IPs. This project involved a variety of challenges, making sure the characters all felt from their own universes but maintaining as much visual cohesion as possible. On a technical level, this also required a relatively complex setup, as different IPs/styles come from…

On this Clash of Clans/Royale short film for Supercell, I worked in various key roles at Psyop. Primarily I was the Look Development supervisor (textures and shaders). In addition to that, I worked as an early environment visual development modeler, helping understand scale and working out how the world would feel in true 3D space. I also contributed to a lot of set dressing work and scene assembly tasks. As we moved on into full…