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cthorne@lostdispatches.com
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Professional Details

Work Experience
Evil Eye Pictures
January 2023 – present
Pipeline Development

Developed tools to integrate and automate digital content creation applications such as Nuke and Maya and production tools such as Autodesk ShotGrid and Slack using Python, BAT files, JSON, and YAML files. Created Blueprint tools in UE 5 to facilitate asset manipulation and publishing. Rendered trailers for Fortnite using UE 5.


Whiskytree
November 2021 – December 2022
Senior Digital Artist / Modeler

Created hard surface assets, character assets, and developed artist tools to procedurally generate modeling assets for various film and television projects such as Obi Wan Kenobi, Wakanda Forever, and Masters of the Air. Pipeline development to automate asset handling and archiving. Helped create lobby environments for VR headsets in UE 5. Long term contract hire.


Tippett Studios
May 2020 – March 2022
Senior Digital Artist / Modeler

Created hard surface, character, and environmental assets for commercial ride projects and streaming media content for Disney and other clients, pipeline and workflow design, and development to streamline processes and asset management.


Google AR/VR
June 2019 – August 2020
Digital Artist / Freelancer

Created augmented reality assets, assisting in developing artist tools to generate AR assets, and assisting software development team for ongoing AR/VR marketing campaigns. Part time freelance contract hire.


Evil Eye Pictures
March 2020 – April 2020
Senior Modeler

Contributed to a visualization project for an unreleased Fortune 500 IP. Short term contract hire.


Whiskytree
January 2019 – June 2019
Digital Artist /Senior Modeler

Created hard surface assets, character assets, and developing artist tools to procedurally generate modeling assets for a Chinese film project Pilot. Short term contract hire.


Evil Eye Pictures
October 2018 − November 2018
Senior Modeler

Contributed to a visualization project for an unreleased Google IP. Short term contract hire.


TellTale Games
May 2018 − September 2018
Senior Modeler/Tech Artist

Contributed to the creation of characters and creatures for unreleased IP. Developed software tools for integration of blend shapes and fabric simulations in the Unity Game Engine and the requisite pipeline.


Vesalius Creations
October 2017 − April 2018
Senior Modeler/Pipeline Development

Contributed to the creation of photorealistic digital performers, younger versions of living celebrities. Developed software tools for automation, archiving, and tracking of digital assets. Did VR visualization of real world spaces in Unity Game Engine to simulate concert going experience.


Gazillion Entertainment
July 2011 − August 2017
Senior Character Artist

Responsible for creating 3D assets, textures, and shaders for Unreal real time game engine based on super heroes from Marvel Comics.


Evil Eye Pictures
February 2011 − July 2011
Modeling Lead/Texture/Look Dev/Matte Paint Artist

Responsible for creating 3D assets, textures, and environments for motion picture projects such as Super 8 and Worlds Away.


Northern Lights Post
June 2010 − August 2010
Freelance Maya Generalist

Constructed digital car interior parts for replacement and integration in to a real world vehicle for an automotive commercial.


Ex'pression College
December 2010
Instructor

Taught courses in Modeling I and Advanced Dynamic Effects.


Spy Post
January 2010 − June 2010
Digital Artist and Modeling Lead

Responsible for hard surface and character modeling for the motion picture Priest. Worked closely with other departments to create the desired look in the most efficient manner possible.


Eveo, Inc.
September 2009 − December 2009
Maya Generalist

Responsibilities included modeling, texture painting, shader building and scene layout and lighting for medical imaging and visualization.


XYZ Graphics
July 2009 − September 2009
Freelance Modeler and Texture Artist

Modeled various things for print, billboard and other types of advertising. Renders were extremely high resolution and creative solutions had to be found for the unique problems that created. Subject material was varied from custom automobiles, air conditioning units and NFL football helmets.


Frantic Films
March 2009 − July 2009
Senior Modeler and Texture Artist

Worked remotely with multiple teams located in Los Angeles, Vancouver, and Spokane on development, modeling and texturing of multiple high resolution creature models for Tree of Life. Anatomical research to ensure accuracy, modeling, sculpting and texturing were all among the job requirements.


The Orphanage
January 2007 − February 2009
Modeling Supervisor

Oversaw a team modelers for The Battle of Red Cliff creating boats for the battle sequences and digital doubles for the soldiers and horses.


Hard Surface Modeler and Layout Artist

Modeled assets for motion picture projects such as Iron Man and Live Free or Die Hard. Did shot layout and previsualization.


Pipeline Software Developer

Implemented pipeline elements that enforced conforming to production standards throughout the pipeline.


Matte Painting and Environments

Created projections and paintings the films Iron Man and The Battle of Red Cliff. Created many matte paintings for Orphanage Commercial Productions.


Giant Killer Robots
February 2004 − December 2006
Modeling Supervisor

Supervised modeling teams on feature films like Happy Feet, Spider-Man 3, and The Fantastic 4.


Hard Surface and Organic Modeler

Created assets for films such as The Fantastic Four, The Producers, and The Fountain.


Lighting Artist and TD

Lighting on films such as Poseidon and The Producers.


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