tools/
Fixing what breaks out of animation
Day to day, that means writing new scripts, repairing old ones in Python, and keeping animation's output moving cleanly downstream.
PIPELINE SUPERVISOR · SONY PICTURES IMAGEWORKS · VANCOUVER
I started out rigging and animating characters. For the last decade-plus at Imageworks I've been on the other side of the shot: writing the Python tools, publish pipelines and fixes that get work from animation to final frame on films like Spider-Man: Across the Spider-Verse and The Mitchells vs. the Machines.
11+
years at Sony Pictures Imageworks
15
feature film and series credits
2008
first rig and first animation
Python
the language most of the fixes are written in
01 / THE PIPELINE
Every department hands its work to the next one. A pipeline TD makes sure that handoff actually happens: the file publishes, the next team can load it, and when something breaks coming out of animation, it gets fixed before it holds up the show.
tools/
Day to day, that means writing new scripts, repairing old ones in Python, and keeping animation's output moving cleanly downstream.
publish/
When a specialized production didn't fit the standard flow, I built it a separate publish pipeline of its own.
crowds/
On The Angry Birds Movie I wrote additional color variation code for crowds. Imageworks rolled it out across the whole studio.
rigs/
I rigged and animated characters before moving to pipeline, including overhauling a studio rigging script and writing tools to speed up animators' workflow.
02 / SELECTED CREDITS
03 / THE PATH
I studied at California State University, Chico, animating monsters for a game mod. Each job after that pulled me a little further into the technical side, until the scripts became the job.
2025 – now
Pipeline Supervisor, Sony Pictures Imageworks
2015 – 2025
Pipeline TD, Sony Pictures Imageworks
Ten years and thirteen productions, from The Angry Birds Movie to Thor: Love and Thunder.
2013
Character Technical Director, Arconyx Animation Studios
Overhauled the studio's rigging script and built tools to speed up animators.
2012 – 2013
Animator / Rigger, Studio B Flat
Rigged and animated every enemy character, plus the hero, Bronto.
2009 – 2011
Freelance rigging, web and graphics
Character rigging, plus web development and graphics for FreeHand Music.
2009
Animation Intern, Crab Cove
Facial and character animation for Sal the Seal, in Maya.
2008
Animator, Chico State Game Studios
Led animation on High Noon, an Unreal 3 mod: rigging and animating monsters and weapons.