Brandon Davis 3D Effects Animator / Technical Director


Work Experience

Digital Domain, Effects Lead, July 2007 - April 2008
"Speed Racer" feature film
Led a team in the development and execution of all effects elements for the Thunderhead and Grand Prix sequences.

Digital Domain, Effects Animator, October 2006 - July 2007
Commercial Division
Worked on several commercials using 3dsmax and Houdini, including the Orville Reddenbaucher campaign, BMW "Road," several SAAB spots and a Disney spot. Work was primarily effects oriented with some TD support to 3dsmax artists.

Digital Domain, Effects Animator, September 2005 - September 2006
"Flags of Our Fathers" feature film
Water Team member, developed procedural splashing water generation system in Houdini with Storm volumetrics for shoreline shots. Worked on a number of wake/foam and splashing water shots in the film.


The Orphanage, Technical Director, Mar 2004 ­ Mar 2004
“ The Day After Tomorrow”
feature film
Provided “emergency” services for helicopter crash sequence. Developed a procedural particle and volumetric approach to creating elements for helicopters crashing into snow. All work conducted over the course of 48 hours.

Uncharted Territory, Lead 3D Artist, Oct 2003 ­ Dec 2003
“The Day After Tomorrow” feature film
Created 3d effects elements for a variety of “pickup shots” including a massive ice covered city shot for the original teaser. Developed a variety of systems for creating snow elements, animated frost along surfaces, and particle systems for placing and controlling thousands of vehicles.

Uncharted Territory , Lead 3D Artist, July 2003 ­ July2004
“Kingdom in Twilight” mini-series
Developed 3d pipeline and served as overall lead artist for the 3d team. Work included planning, developing and executing a wide range of VFX shots to include effects animation, set extensions, digital mattes and 3D tracking.

Digital Domain , Effects Animator, Jan 2003 ­ July2003
“The Day After Tomorrow” feature film
Member of Para Team, using Houdini and in-house volumetric software to develop systems for snow environment-related effects. Also completed wide range of shots involving heavy use of particles and procedural techniques.

Uncharted Territory, Lead 3D Artist, Oct 2002 ­ Dec2002
Intermedia Logo
Created all 3D elements for the new Intermedia logo. Involved a crashing ocean wave, underwater and above water interaction of the logo with the environment. Relied heavily on procedural water surface modeling, lighting and rendering as well as fluid dynamics to handle water-logo interaction.

Computer Cafe, Effects Animator/Technical Director, Aug2002 ­ Oct 2002
“The Core” feature film
Primary effects animator and TD for the Golden Gate Bridge destruction sequence. Made heavy use of event-driven particle systems and volumetrics.

Digital Dimension, Effects Animator/Technical Director, May2002 ­ July 2002
“Final Destination 2” feature film
Augmented the technical team, focusing on both rigid-body and particle dynamics as well as 3D tracking for opening Log Crash sequence.

Uncharted Territory, Lead 3D Artist, Oct 2001 ­ Apr 2002
“Coronado” feature film
Guided a small 3d team in the creation of over 600 visual effects shots for Uncharted Territory, a production company started by Volker Engel and Marc Weigert. Handled the most complex shots as well as developed technical solutions for the entire team.

Blur Studio, Effects Animator/Technical Director, Dec 2000 ­ Oct 2001
Worked on game cinematics, ride films and broadcast projects. Served in a more technical role working on particularly tricky effects and procedural shots including cloth and crowd simulation, advanced rigid and softbody dynamics, fluid and volumetric elements. Developed solutions to production problems, writing scripts/tools in support of animation team.

Computer Café, Effects Animator/Technical Director, Aug 1998 ­ Dec 2000
Served as primary effects animator creating elements in support of animation team as well as developing technical solutions to the production pipeline. Worked on feature films, broadcast and television commercials.

Connect PR, Animator/Editor, Aug 1997 ­ Aug 1998
Main animator/editor for leading IT public relations firm. Edited, animated and helped produce corporate videos for clients such as Lexmark, Network Associates, and Internet Security Solutions.

Freelance , Artist/Animator, Jul 1995 ­ Aug 1997
Freelance artist/animator for variety of projects utilizing modeling, surfacing, lighting and animation skills in architectural/engineering visualization, episodic television and game development. Clients included Mindscape, Imagine This, RDS Architects, and Lumens Studios.

US Army, Soldier, Jul 1989 ­ Jun 1995
Served six years active duty in the US Army. Worked at the Infantry Training Center at Ft.Benning. Spent four years in Europe serving in 1/10th Special Forces Group (Airborne) in Germany and in a special NATO detachment in the Netherlands. Accomplished marksman, earned Bronze medal in 1991 All Army Rifle Championships and various foreign awards. Experience with Arabic, German, Dutch and French languages.

Production Software Skills
3ds MAX, Houdini
Digital Fusion, Combustion, After Effects, Nuke
SynthEyes, Scene Genie
RealFlow, RealWave, Crowd
MaxScript

Software Notes
Heavily involved with Discreet in ongoing development of 3d products
Core member of 3ds MAX Advisory Group ­ Visual Effects
Key designer of new Particle Flow event-driven particle system introduced in MAX 6.
Heavily involved in development of 3rd party volumetric shader “Afterburn” since inception in 1997.

Please Contact Bob Coleman
13323 Washington Boulevard, Suite 304, Los Angeles, CA 90066
310-788-3918 M. 310-293-8718 F. 310-788-3415 http://www.d-a-a.com