Supervision
Experienced in 2.5/3D, stylized and hyper-realistic CG styles
Pipeline and Project Setup
RND and Tool Testing
Bidding and estimation of a project from a creative and technical perspective
Working with Production to remain on budget and on schedule
Collaborating with production to set up projects and workflow and also retrospective data.
Creatively leading and mentoring department leads to achieve the creative vision set by the client.
Expiration and resolution of technical production challenges
Render planning
Final delivery
Team Management
Look Development
Shader Development (NPR)
Grading
Basic scripting with MEL / Python
Maya
I started using Maya in 2005, as my career in CG production ramped up. I've used it ever since for all sorts of visual content creation. Be it previz or high-end animation, from layout to final picture. Since I’m working as a VFX-Supervisor, I have less hands-on time in Maya. Regular problem-solving, pipeline-testing and the occational helping hand keeps me in touch with the software’s updates and new features.
Maya Skillset
Houdini
Since 2018 I work with Houdini for all everything rendering related. From surfacing over lighting to final 3D layer rendering. As a VFX / CG Supervisor I only have limited time and responsability for this work but on all my projects I’m very involved in the LookDev process and problem-solving in the surfacing and lighting department. For the Love, Death + Robots episode The Tall Grass, I developed the peinterly shader with a team of 3 LookDev artists.
FX in houdini is not my strongsuit, but I’m able to dig into graphs for problem solving and communication between FX and Lighting teams. I have experience with the renderers Mantra and Arnold in Houdini.
Houdini Skillset
Other Tools
Next to Maya as my 3D playground of choice I use all sorts of tools to achieve my goals.
I use Photoshop regularly for texture work, paintovers and simple concepting, complex review work for my teams, UI & icon design for my tools involving vector work.
Getting in touch with Unreal Engine started 2016 by working in a team creating cinematic content from the animation point of view. As an artist I wrangled asset data between Maya and UE, had a glimpse into the sequence editor, blueprints and substance. I also did basic lighting, level layering, and packaging.
Use of DCC Tools
Use of Other Tools
Since 2007, aside being a digital artist, I started leading teams to produce 3D content for CG animation, advertisment and VFX.
These teams ranged from 5 - 20 3D & Compositing artists including working with people & vendors in different timezones.
While working closely together with Management, Tech, Art & Pipeline, I constantly trained my ability to articulate and translate project work into numbers and tables, that I then transform into action as a supervisor and/or artist.
I'm used to and comfortable with leading every single person in a team to their maximum potential, doing one on ones and listen closely to their feedback.
In 2015 I started working regularly with Atlassians Confluence and Jira for collaboration with the pipeline team and documentation for the artistic team.
Collabortion / Coordination
Collaboration / Coordination Skillset
Languages
I am business fluent in both German and English.
CG Supervision
I started to work as a team lead relatively early in my career in 2006, but would not call myself as CG Supervisor before 2008 since I have grown more and more into that position. I never grew out of my artist shoes completely, but took over more and more responsability toward creating workflows, team building & supervision, as well as working closely with pipeline and studio management.
In 2022 I started the VFX-Supervisor role to deliver a full CG animation series production for Marvel / Disney+ with 2 episodic CG-Supervisors and 6 department supervisors.
Technical Direction
My experiences as a technical director spreads over several projects, including rigging work for characters, cameras, props and character effects as well as supervising riggers and tech personel utilizing given workflows. I worked with several rigging systems, including The Setup/Face Machine and humanIK plus specific rig components on top.
I scripted several tool prototypes for creating character hair with Xgen and Yeti in Maya, as well as a creator for background houses utilizing modular elements.
This modular workflow got featured on 5 pages in Issue 80 of the 3D Artist magazine in 2015.
Since 2018 I am focussing fully on my CG-Supervisor role and have not been in touch much with my TD skills. However they always come back in use with certain problem-solving situations.
Direction
I am definately no director in a traditional sense. But working closely with direction and artists opened up the opportunaty to co-direct the 20 minute stereoscopic short "StrAngel - The Angel of the Odd" from 2008 - 2012.
Next to other responsabilities such as Layout, Camera and Stereoscopy, I gathered extensive knowledge and skills in how to direct a team of artists and technicans to realize a vision from the first idea up to the final product.
The film got rated at a 7.0 on IMDb and achieved to be honored with awards in Catalina Island, Russia and Switzerland.