E X P E R I E N C E
E X P E R I E N C E
2019 - Present
Walt Disney Imagineering
Glendale, California
2018 - 2019
Carnegie Mellon University
Pittsburgh, Pennsylvania
Role: Imagineer, Technical Animator, Animatronics Programmer
Organization: Walt Disney Imagineering
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Programmed audio-animatronics for attractions in Tokyo Disneyland and Shanghai DS.
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Rigged and animated characters utilizing Autodesk Maya and MotionBuilder.
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Automated pipelines by developing tools to maximize efficiency using Python.
Role: Graduate Teaching Assistant
Organization: Carnegie Mellon University
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Instructed over eighty students over the semester in Maya, Unity, and Adobe Creative Cloud for game development purposes.
2019 - Present
Walt Disney Imagineering
Glendale, California
2018 - 2019
Carnegie Mellon University
Pittsburgh, Pennsylvania
Role: Imagineer, Technical Animator, Animatronics Programmer
Organization: Walt Disney Imagineering
-
Programmed audio-animatronics for attractions in Tokyo Disneyland and Shanghai DS.
-
Rigged and animated characters utilizing Autodesk Maya and MotionBuilder.
-
Automated pipelines by developing tools to maximize efficiency using Python.
Role: Graduate Teaching Assistant
Organization: Carnegie Mellon University
-
Instructed over eighty students over the semester in Maya, Unity, and Adobe Creative Cloud for game development purposes.
Technical Director | Multidisciplinary CG Artist | Creative Technologist
Hybrid artist-engineer working at the intersection of art and technology across animation, games, immersive entertainment, and real-time content creation. Experienced in character workflows and simulation, technical animation, artist-facing tools, production pipelines, and interactive experiences.
Monsters at Work | CG Technical Direction, VFX & Compositing

As a CG Technical Director at Disney Television Animation, I contributed to Monsters at Work across lighting, compositing, animation retakes, rendering, shot finishing, and production troubleshooting. My work involved taking CG shots through technical and artistic refinement, resolving issues across Maya and Nuke, and helping ensure that final imagery met the show’s visual and production standards. I also supported the broader production pipeline through artist-facing tools, workflow improvements, technical documentation, and coordination with internal teams and external vendors.
Role
CG Technical Director
VFX & Compositing
Lighting & Shot Finishing
Pipeline & Workflow Tools
Studio
Disney Television Animation
Glendale, CA
Project
Animated Episodic Series
Released 2021 - 2024
Tools
Autodesk Maya
Foundry Nuke
Python / PyQt
Production & Rendering Tools
Featured Work Reel
CG lighting, Nuke compositing, animation retakes, AOV and render refinement, color correction, shot finishing, and technical troubleshooting across episodic production. Specific responsibilities are identified within the reel.
My Contributions
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Composited and refined CG shots in Nuke, integrating rendered elements and AOVs while adjusting color, lighting, atmosphere, and final image treatment to support the intended visual direction.
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Performed shot-level technical fixes and animation retakes in Maya, troubleshooting character, prop, lighting, rendering, and scene issues through final delivery.
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Diagnosed rendering and shader-related problems, working with render passes and production assets to resolve visual inconsistencies and improve final shot fidelity.
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Supported lighting and shot finishing across episodic production, balancing artistic notes with technical requirements and maintaining visual continuity across sequences.
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Reviewed incoming and vendor-delivered material for technical and visual quality, identifying issues and supporting shots through production QC and final delivery.
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Developed and supported artist-facing Python and PyQt tools, ShotGrid helpers, workflow documentation, and other production utilities designed to reduce repetitive work and make common shot tasks more efficient.
Process & Collaboration
My work on Monsters at Work often began with evaluating a shot holistically—reviewing its animation, lighting, rendered elements, compositing, and technical status to determine what still needed to be addressed before final delivery. Depending on the shot, I moved between Maya and Nuke to resolve animation or scene issues, refine lighting and render output, work with AOVs, adjust color and compositing, and troubleshoot technical problems affecting the final image.
Because the role crossed several stages of the CG pipeline, I frequently worked at the intersection of artistic and technical concerns. A shot might require an animation retake in Maya, a rendering or shader adjustment, and additional compositing work in Nuke before reaching final quality. I collaborated with artists, production partners, supervisors, and external vendors to address notes, diagnose problems, and maintain continuity across episodic production.
Alongside shot work, I contributed to workflow and pipeline improvements through Python and PyQt tools, ShotGrid utilities, and technical documentation. These efforts supported artists in navigating recurring production tasks more efficiently while helping standardize workflows across the team.