Character Animator and VFX Artist with extensive background of 15+ years working at different studios around the world.
Able to bring characters to life with believable acting and body mechanics. Focused on the director's vision and able to take shots from layout to completion effectively.
VFX TD: Creating Fire, Smoke, Liquids, Cloth, Hair/Fur, Rigid and Soft Body Dynamics, Destruction/Fracture, Particle Effects, Crowd Simulations, etc.
Rigging: Able to build custom rigs for Characters, Animals, Vehicles, Cameras, Scripted tools for specific scenes/uses, etc.
Generalist: Modelling, UV Mapping, Texturing, Shading, Lighting, Rendering.
Lots of experience in high-end Advertising Production, but also experienced in Games, TV Series, Feature Film and VR Content.
Experience coordinating projects and leading a team of artists as Lead Animator.
Proficient in 3DS Max, Maya, V-Ray, After Effects, Real Flow, TyFlow, Fume FX, PFlow and many others. Able to learn new software very quickly.
Familiar with macOS, Linux, Windows and other OS's. Great knowledge of Hardware, Software and technology in general.
Great team player having worked with small and big teams around the world.
Experience teaching Character Animation in Maya and as an Adobe CS trainer.
FX TD: Fluids, Particles, Fracture, etc
Lighting and Rendering
HDRI Creation, Matchmoving and Tracking
Cameras and Cinematography
Animator and 3D Artist
Cream Studios; Sydney, Australia - 2016-present
VFX Artist and Animator creating animated versions of print pieces and using vfx tools like tyFlow, Real Flow, Particle Flow, Fume FX, Hair Farm and others to assist in print and motion productions. Responsible for Character Rigging, Character Animation, Simulation/Dynamics, Shading, Lighting, Rendering and After Effects Compositing.
Animator, Rigger and VFX Artist
Clan vfx; São Paulo, Brazil - 2012-2015
Character Animator and Rigger using mainly 3DS Max, doing from realistic animals to cartoon characters. Also VFX artist responsible for shooting supervision, creation and manipulation of HDRI for lighting/rendering, camera and object tracking using PFTrack, fluid/particle simulation using Real Flow and Particle Flow, etc.
Undead Labs; Seattle, USA - 2012-present
Animated hero and zombie characters for the Xbox game "State of Decay” using Maya. Responsible for creating loops and actions from scratch as well as fixing and completing movement on motion capture animated characters. Animated fantasy creatures for the Mobile/PC game Moonrise.
Lead Animator and Coordinator
Ool Digital; Guadalajara, Mexico - 2010-2011
Project coordinator creating and following schedules for productions with very tight deadlines, improving the efficiency of the CG team. Lead Animator, doing character and effects animation in Maya, 3DS Max, Real Flow and Blender.
Senior CG Artist
Tribbo Post; São Paulo, Brazil - 2007-2010
3DS Max specialist. Main focus: Animation, Lighting, Shading/Render and Effects (particles, scripts, simulations). Duties also include: Shooting Supervision, Technical Photography (HDRI and Textures), Project Coordination and Consulting.
Freelance CG Illustrator
Verve Comunicação; Fortaleza, Brazil - 2004-2007
Creation of photorealistic CG illustration for printouts. Works include outdoor billboards and signage for brands such as Coca-Cola, Beach Park and Gafisa among others. CG consulter, training the company’s artists in 3DS Max and solving problems using CG to enhance advertising possibilities.
2010 - 2012
Certificate of Advanced Studies in Character Animation. Mentors: Richard Fournier, Nick Bruno, Drew Adams, Dimos Vrysellas, T. Dan Hofstedt and Dana Boadway.
Universidade de Fortaleza
2003 - 2007
4 year Bachelor Degree in Communication with specialization in Advertising.