Resume

For a complete version of my Resume/Cover Letter, including contact information, please contact me on Linkedin –>

●Lighting
●Compositing
●Cinematics
●Art Direction
●VFX
●PBR
●Photography
●Color Theory
●3D Modeling
●Offline Rendering
●Real Time Rendering
●Scripting/Programming/Coding
●Tool Development
●Pipeline Development
●Dynamic Lighting
●Attention to Detail
●Self Motivated
●Problem Solving
●Troubleshooting
●Analytical Thinking
●Team Management
●Documentation
●Organization
●Creativity
●Communication
●Cross-discipline Collaboration


●Unreal Engine
●3ds Max
●Maya
●Blender
●After Effects
●Photoshop
●Premiere
●DaVinci Resolve
●GIMP
●RenderMan
●Mental Ray
●Redshift
●V-Ray
●Fusion
●Nuke
●Substance 3D Designer

Lead Lighting Artist – Floating Rock
New Zealand (remote) – 06/2023 – 07/2023 (temp contract)

Implemented all Lighting and Compositing solutions for nearly 30 shots for an animated short, using Unreal Engine and Nuke. Developed numerous tools In Nuke to streamline production under a tight deadline.

Lighting Lead – Imagendary Studios
Irvine, CA, United States – 11/2021-current

Responsible for creating the workflows for the Lighting Department (Unreal Engine) and for managing the Lighting team. Developed Sequence and Shot Lighting for Cinematic pieces. Developed the pipeline and workflows for both single pass rendering as well as multi-pass rendering (offline-render style) for posterior compositing.

Senior Lighting and Compositing Artist II/Project Lighting Lead – Blizzard Entertainment
Irvine, CA, United States – 12/2010-11/2021

Performed for over ten years Lighting and Compositing tasks using proprietary software, Maya and Nuke. Designed workflows and helped with the development of the Lighting pipeline, prototyping and creating tools for the Lighting and Compositing fields (Mel and Python). Experience with Real Time Lighting, using TED (Overwatch’s map editor, equivalent to Unreal). As the first Overwatch Lighting/Compositing Lead, I created and wrote the Pass Manager prototype and developed the Lighting Pipeline and Workflows for the Overwatch trailers.

Lighting and Compositing Artist – Blur Studio
Venice, CA, United States – 01/2007-12/2010

Rigged characters, vehicles and props in XSI and 3Ds Max. Performed Lighting and Compositing tasks using 3Ds Max and Fusion as well as occasionally helping with Modeling, Texturing and Tool Development (MaxScript).

3D Animator– Inhance Digital
San Jose, CA, United States / Remote – 10/2004 – 12/2006

Completed advanced vehicle rigging, advanced scripts, Camera Animation, Particle FX, digital matte painting and Shaders. Completed also Lighting and Compositing activities.

3D Animator and Compositing Artist- Self Employed
Brazil – 02/2001 – 10/2006

Created Broadcast Animation Studio from start to finish including Modeling, Rigging, Character Animation, Texturing, Lighting, and Compositing 3D elements with live footage.

Broadcast Animator – TGD Film and Video
Brazil – 03/2000 – 02/2001

Completed nearly every step required for 3D Animation from start to finish, from Modeling, Rigging, Character Animation, Texturing, Lighting, to Compositing.

Architectural Animator – AC Computer Graphics
Brazil – 04/1998 – 01/2000

Created Architectural Models, Texturing, Materials, Lighting, and Camera Animation


●Digital Designer Magazine, 07/2002, 5 pages article covering the making of a TV commercial project •3D World Magazine, ●04/2012, “Portfolio: In Focus” section. 5 pages article entitled “Making of The Chinese Garden”

Fluent in English and Portuguese

Bachelor in Computer Science, University do Vale do Rio dos Sinos, Sao Leopoldo, RS, Brazil (1996)