Senior 3D Artist and R&D Technical Artist at Apple, driving
innovation in digital human and facial systems across a 20-year
career spanning TV/film and real-time production. Deep
specialization in FACS, human anatomy, and the full character
pipeline, from modeling and grooming to lighting, look
development, and rendering. Owns end to end asset production,
from Light Stage capture through rigging ready delivery, for both
cinematic quality offline assets and performance optimized real
time game characters. Trusted partner to engineering teams on
complex performance challenges, with added depth in environment
and hard surface art.
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