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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, tai chi, 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