Daniel Warom Authorised to work in the US and UK dan(at)warom.us RELATED EXPERIENCE * Crowd Developer Ð Various Animated Features Dreamworks Animation SKG Jun 09 - Present - Exclusively developing Massive Crowd Agent solutions for "procedural performances" including brain building, action processing, cloth simulation and shot work. - Assisting in developing Massive pipeline, training shot artists in Massive. * Massive TD Ð 2012 Freelance at Six Foot Duck/Uncharted Territory Apr09 - Jun 09 - Shot work, pipeline development and lighting of shots under an extremely demanding schedule. * Lead Crowd / Environment TD Ð GI Joe CIS Hollywood, Hollywood, Oct 08 - Apr 09 - Working with a team of freelancers to bring to life two large CG environments to life overseeing modelling, texturing, shader creation and layout setup for both set and Massive assets. - Responsible for the creation of a comprehensive Massive asset library containing custom actions, Massive Dynamic simulations including Smart Stunts and vehicle rigs. Lighting and rendering of Massive Elements, props and vehicles. * VFX Artist - The Curious Case of Benjamin Button Asylum Visual Effects, Santa Monica, Mar 08 - Present - Working closely with senior Houdini TD in building a dynamic library of floating assets that conformed to high resolution ocean fluid simulations. From this development, set up over 75 shots involving the above tech. - Massive simulation for two period crowd shots involving a new Texture & Geo library and brain design. - Fluid Simulations: Ocean Surface in Houdini, Mist & Cloud effects in Maya and water/geo interaction sims in Realflow. * Lead Massive TD - Golf Pride Asylum Visual Effects, Santa Monica, Mar – Apr 08 - Solely responsible for crowd simulation for several shots. Included Houdini asset building for lighting pipeline and rendering. * Lead Massive TD - Target Asylum Visual Effects, Santa Monica, Dec 07 – Feb 08 - Solely responsible for crowd simulation including agent development, brain development, lighting, texturing and rendering using Massive, Houdini and Renderman for 4 separate commercials. * Massive TD - Under Armor: Prototype Asylum Visual Effects, Santa Monica, Dec 07 – Feb 08 - Primarily responsible for agent development including liaising with texture and modelers to obtain the exact look the client required for this Super Bowl exclusive commercial. * Lead Tracker TD - Hannah Montana: Best of Both Worlds Asylum Visual Effects, Santa Monica, Dec 07 – Jan 08 - Lead tracker on this high profile 3d show using Stereographic HD cameras. * VFX Artist - National Treasure 2 Asylum Visual Effects, Santa Monica, Sept – Dec 07 - Part of a 3-man Realflow fluid effects team responsible for creating accurate water simulation assets. - Responsible for lighting and rendering shots in MTOR. - Camera and Object tracking. * Effects TD - 10,000BC Double Negative, London, UK. Mar – Aug 07 - Developed dynamic foliage systems for a jungle and bamboo forest sequence as part of an 8-man team. - Bamboo: Simulated in nCloth and Maya Dynamic Curves. - Responsible for taking 8 full length shots from Post Vis to completion including modeling, creating the dynamics for all CG foliage (hero and secondary), creating Renderman shaders, lighting and rendering all components pertaining to the CG environment. * Tracking TD - Harry Potter and the Order of the Phoenix Double Negative, London, UK. Nov 06 – Mar 07 - Camera and Object tracking on a wide variety of shots ranging from full set to entirely CG environments. - Assigned and proofed shots for a team of 12 matchmovers, taking Post Vis tracks and refining them to fit a constantly developing CG environment. * Tracking TD - Stardust Double Negative, London, UK. Sept 06 – Nov 06 - Camera and Object tracking on a wide variety of shots for this fantasy feature film. - Worked specifically with high-resolution 2k plates and delivered tracking wireframes at 2k composited in Shake. RELATED SKILLS - Considerable experience with Massive Crowd Simulation software in a production environment. - Comfortable leading small modelling / texturing and other Massive artist teams in production. - Experience in using SideFX Houdini 8 & 9 in production. - Hair, Rigid/Soft Dynamic Simulations, Fluid and Particle Dynamic Simulations in Autodesk Maya. - Considerable experience using nCloth and Nucleus in a production environment. - Able to use MEL to develop pipeline tools for streamlining production tasks. - Using Renderman as a primary renderer with specific familiarity with MTOR and Mayaman. - Quick to adapt to new pipelines and required skill with in house tools. - Comprehensive understanding of camera tracking principles in production. EDUCATION - Escape Studios, London UK – Digital Compositing Shake Course, 2006. - London College of Music and Media, London UK - BA Digital Animation Specialist, 1st Class Honours Degree, 2006. References available upon request