Available to hire
I am a seasoned leader who builds world-class teams by implementing the right processes and pipelines to deliver exceptional products. I thrive on managing multiple creative teams, both internal and external, across complex productions.
I bring extensive experience in creative project development and team management for multi-million dollar franchises spanning film, TV, and game production for broadcast, games, and mobile. I’ve led internal and external teams across art services, development, and people operations, consistently driving high-quality results and strong collaborations with partners and stakeholders.
Experience Level
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Language
English
Fluent
Work Experience
Studio Director at The Quantum Story Company XR
January 1, 2018 - PresentOversees production and creative project management for AR/VR and related content. Builds robust processes and pipelines for long-term deliveries from vendors and staff; negotiates external contracts and streamlines SOWs to reduce costs. Establishes and monitors production timelines for internal and external teams, reviews submissions from art and Unity developers, and leads art direction, animation and cinematic storytelling with external partners. Manages day-to-day people development and troubleshooting, aligning teams with high-profile client expectations.
Director: Animation performance at WhiteMoon Dreams Studios
June 1, 2017 - January 1, 2018Led Transformers VR experience and He-Man vertical slice projects; broke down scripts with designers to define scenic and character goals; directed animators in character performances and provided constructive feedback to ensure quality alignment with game design and storytelling.
Development Director Art & Animation at MZ (MachineZone)
September 1, 2014 - May 1, 2017Oversaw art delivery roadmaps for Game of War: Fire Age, Mobile Strike and Final Fantasy: mobile. Coordinated with Project Managers on art dependencies for Design & Engineering milestones; scaled multi-project teams, secured budgets, negotiated contracts, and built pipelines for asset sharing. Partnered with Marketing and Live Ops/ monetization to optimize campaigns and revenue; led senior staff and collaborated with HR/Recruiting and Legal for headcount and contracting.
Consultant Producer and Director at Lake Forest, CA (Freelance)
February 1, 2013 - August 1, 2014Produced and directed short-form content across 3D and 2D for TV, online and interactive mobile. Scripted, produced and directed commercials and training videos within tight budgets and deadlines, delivering cost savings to clients. Managed overseas creative teams, talent bookings, audio studios and post production.
Cinematics Director at Sony Entertainment / SuperBot Entertainment
January 1, 2012 - January 1, 2013Directed cinematic storytelling sequences for PlayStation All-Stars Battle Royale (PS3); managed the pipeline from vendor to developer and delivered sequences within budget and ahead of schedule.
Producer / Virtual Production at VIRTUAL PRODUCTION based at UNIVERSAL STUDIOS
May 1, 2011 - January 1, 2012Facilitated multiple projects simultaneously, acting as the primary point of contact for clients and production executives on next-gen video game captures and confidential movie productions. Hired talent and negotiated contracts; coordinated virtual production workflows across teams.
Cinematics Director at ACTIVISION
January 1, 2011 - May 1, 2011Directed cinematic sequences for Skylanders: Spyro’s Adventure (PS3, Wii, PC, Xbox360); managed the pipeline from vendor to developer and delivered 25 minutes of fully rendered sequences within an 8-week delivery window.
Cinematics Performance Capture Director at BLINDSQUIRREL GAMES
November 1, 2010 - January 1, 2011Produced and directed virtual stage performances for in-game and cinematic sequences on a highly confidential title; coordinated motion capture and animation teams to realize character performances.
Animation Consultant at WHITEMOON DREAMS
November 1, 2009 - January 1, 2011Led a small team of animators; created character animation pipelines and storytelling processes for in-house and outsourcing teams; collaborated with the Creative Director and Game Director to align animation with game design goals.
Head of Animation Department & Cinematic Director at SHINY ENTERTAINMENT / FOUNDATION 9
January 1, 1998 - November 1, 2009Oversaw 15 US staff and 20 India-based animators; led animation team development, cinematic direction, and contributed to the company’s advisory board; directed multiple project sequences including GI Joe: The Rise of Cobra, The Golden Compass and Earthworm Jim franchises.
Director / Art Coordinator at PSYGNOSIS LTD
January 1, 1996 - January 1, 1997Directed art coordination and production oversight for PSYGNOSIS projects; led teams and contributed to preproduction pipelines and workflows.
Performance Director at CLOCKWORK GAMES
August 1, 1997 - May 1, 1998Directed performance capture and animation workflows; oversaw motion capture and character performances across projects.
Assistant Director / Senior Animator at MANGA STUDIOS / ENTERTAINMENT
September 1, 1994 - December 1, 1995Assisted direction and served as senior animator; contributed to character animation and early pipeline development.
Team Lead at ARGONAUT SOFTWARE
September 1, 1993 - September 1, 1994Team Lead: Primarily prototyping B-Render technology; led technical teams on early 3D projects.
Freelance Contractor at Freelance
April 1, 1991 - August 1, 1993Directed and produced promotional and animation work for various clients; managed budgets, timelines and vendor coordination.
Key Animator at HOLLYWOOD ROAD FILMS
January 1, 1990 - March 1, 1991Key Animator on Freddie as Frog7 feature project; contributed to animation pipelines and sequence timing.
Key Animator at TVC LONDON
November 1, 1989 - December 1, 1989Key Animator for Father Christmas (Feature film); contributed to character animation Polish and timing.
3D Animator at DIGITAL PICTURES
November 1, 1988 - November 1, 19893D Animator for CG commercials and title sequences; contributed to early 3D production pipelines.
Key Animator at MOO MOVIES
July 1, 1988 - November 1, 1988Key Animator for TV commercials; assisted in animation timing and sequence planning.
In-between Animator at WALT DISNEY STUDIOS
January 1, 1987 - June 1, 1988In-between Animator on Who Framed Roger Rabbit; contributed to animation pipeline.
Render Artist / In-between Animator at TVC LONDON
June 1, 1986 - September 1, 1986Render artist / In-between animator for When the Wind Blows; supported frame-to-frame timing.
Consultant Producer and Director at Independent / Lake Forest, CA
February 1, 2013 - August 1, 2014Produced and directed short-form content, managed overseas creative teams, talent bookings, studios, post-production, and budgets; delivered multiple projects for TV, online, and interactive mobile within tight timelines.
Producer / Virtual Production at Universal Studios (Virtual Production)
May 1, 2011 - January 1, 2012Managed multiple next-gen video game capture and confidential movie productions; coordinated talent hiring, contracts, and post-production workflows; served as primary client liaison for productions.
Cinematics Performance Capture Director at BlindsQuirl Games
November 1, 2010 - January 1, 2011Produced and directed virtual stage performances for in-game and cinematic sequences on a highly confidential title.
Team Lead: Primarily prototyping B-Render technology at Argonaut Software
September 1, 1993 - September 1, 1994Led prototyping of B-Render technology; contributed to early rendering pipelines.
Freelance Contractor at Independent / Various Clients
April 1, 1991 - August 1, 1993Production management for AT&T promotional film; animation work for multiple studios including Rocket Productions, The Big Pig Animation Studio, The Film Garage, Animedia.
Education
Higher National Diploma in Design Communications at University Campus Suffolk, Ipswich, UK
January 1, 1987 - January 9, 2026Higher National Diploma in Design Communications; Specializing in Producing, Directing, Animation and Live action Video at UCS: University Campus Suffolk, Ipswich, UK
January 1, 1987 - January 9, 2026Qualifications
BAFTA Voting Member
January 11, 2030 - January 9, 2026Higher National Diploma in Design Communications
January 11, 2030 - January 9, 2026Industry Experience
Media & Entertainment, Gaming, Software & Internet, Other
Experience Level
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