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Personal

I was born on November 2, 1970 in San Diego, California. My father was in the navy so we traveled to a few other cities, but eventually returned to San Diego in 1979, where I resided until 1999. I am currently located to the San Francisco Bay Area.

I married the incredible Candace Apple in December of 1996, four years after we met. We have 2 insanely cute daughters now.

I enjoy drawing, photography, travel, animals, eastern cultures, dancing, science fiction, ethnic foods, yoga, hiking, offbeat movies, the great outdoors, trying to play my guitars and, of course, animation

Education

I attended Bonita Vista High School and graduated with the class of 1988. I have a B. A. in Studio Art from the University of California, Irvine. My last year of five I spent in Bordeaux, France on the Education Abroad Program, where I traveled extensively and enrolled in art courses instructed in French. I graduated in 1993 and returned to San Diego.

Career

Two months I somehow found two jobs. The first was coloring comic books digitally for a small sweatshop called In Color. The second (and more upwardly-mobile) job involved computer visualization of architectural and engineering projects at a small business called Digital Design Simulations. This marked my introduction, albeit meager, to 3D computer graphics. After working both jobs part-time for a while I decided to go full-time with the latter where I learned some AutoCAD, some 3D Studio, and various video-editing and paint box packages on the PC. I worked there for a year, and in June of 1994 I applied for a part-time designer internship at a small game developer, Presto Studios, in San Diego. I received the internship despite a nebulous portfolio and no practical design experience. I was initially hired to assist Phil Saunders in the design of the adventure game Journeyman Project 2: Buried in Time. As the game's scope snowballed I found my responsibilities and opportunities increasing exponentially. I went from sketching furniture and props to designing entire time zones, including Da Vinci's studio and the "final" alien time zone.

After three months I decided to leave DDS and work full-time at Presto (even though they could not yet offer me full-time pay) because I loved the company and the job so much. My role as a designer expanded: I learned Photoshop and created a lot of interface graphics for the game, as well as retouched some graphics and added special effects; I acted in some of the game's video sequences; and I even did a little writing for some of the in-game text.

Next I was given the position of Creative Director on Gundam 0079, Presto's anime-based title for Bandai. My responsibilities included: game and environment design, storyboarding, assisting in story writing, and general artistic direction. The job was a kick for me, as I am a big anime fan, and we were given lots of reference material (mostly toys and videos) from Japan. Before Gundam was even finished I started working on the next title, Journeyman Project 3: Legacy of Time. I once again assumed the role of Conceptual Designer, this time under the direction of Tommy Yune. Once the design phase was finished, I helped with textures and then moved onto video-compositing, retouching and special effects.

I went on to Art-Direct the graphics for John Saul's Blackstone Chronicles and Creative-Directed Star Trek: Hidden Evil. On these projects I also took on the role of 3D artist using the production skills I had acquired along the way. Meanwhile I began teaching myself character animation on my spare time, which led to Alien Song .

I left Presto Studios in November of 1999 after five wonderful years to search for new challenges and hopefully work in films. I moved to the Bay Area and took on some freelance visual effects work for the movie Titan AE as well as some other projects. In December of 1999 I was contacted by Pixar Animation Studios (the president had received a copy of Alien Song by email) and now I work there as a full-time animator. Cool, huh? So far I have worked on Monsters, Inc., Finding Nemo, The Incredibles, Cars, Ratatouille (only one shot) and WALL-E, as well as various short projects.

I always enjoy learning new applications and finding new ways to expand my creative contribution. I have been lucky enough to work in places that allow me to grow and take on new challenges.

You can find some lengthy interviews and Q&A sessions with me at:

Q&A - StrutYourReel - 2006
Interview - Planit3D - 2006
"Meet the Artist" thread - CGTalk - 2005
Interview - 3DTotal - 2004
Interview (with Carlos Baena) - CGSociety - 2003