EXPERIENCE

Six studios. Twenty years. One thread running through all of it.

The roles, in order — what I did, and what each one left me with.

Blowfish Studios

Co-Founder & Creative Director
January 2010 – June 2024 · Sydney, Australia

Co-founded Blowfish Studios in 2010 as a two-person indie outfit, off the back of a small mobile hit called Qbism. Over the next 14 years, we grew it into a studio of 40+ artists across 2D, 3D, animation, UI/UX, and audio, self-publishing 10+ original titles, shipping 15+ client projects for the likes of Apple, Google, Sega, Microsoft and Nvidia, and publishing 25+ indie titles through our own label.

  • Shipped our first titles across Xbox, PlayStation, and Switch
  • Kept a Scholastic USA title running continuously for over 10 years
  • Won NSW Export Awards for Small Business (2016, 2019) and Creative Industries (2017)
  • Raised US$19.3M in 2022 for Phantom Galaxies, our Web3 AAA sci-fi title built on Unreal
  • Acquired by Animoca Brands in 2021, pivoting the studio into blockchain gaming — and selling $20M in virtual land along the way

Beyond creative direction, I wore whatever hat the studio needed — executive producer, studio manager, HR — while building and mentoring the leadership team that made this possible (Damien Mahoney, Suzan James, Stephanie Rudkin, Jake, Sheree Fiala among them).

The Mill

Visual Effects Supervisor
July 2008 – October 2010 · Los Angeles, USA

Headhunted to The Mill's LA studio — the number-one post-production company in the world at the time — as VFX Supervisor and Massive Technical Director. The studio was still small then, around twenty people; it's 300+ today. Worked under Head of 3D John Leonti on commercials for directors including Roman Coppola, Jake Scott, and Joe Pytka.

In 2010, I won a D&AD Yellow Pencil Award — one of the industry's most prestigious honours — for my work as 3D VFX Supervisor on Grizzly Bear's "Two Weeks" music video. The role otherwise mixed hands-on supervision with mentoring: training junior artists, running workflows, and being the person other leads came to when a shot wasn't working technically or creatively.

Volkswagen Kayak Grizzly Bear — "Two Weeks" AMF Audi Barrels Old Spice Pedigree Gatorade Rhapsody EA Sports

The House of Curves

Visual Effects Technical Director
April 2008 – July 2008 · London, UK

Freelanced here through one of the worst hiring freezes the VFX industry had seen — the 2008 Hollywood writers' strike had just gutted London's major post houses. It was a small, scrappy shop with none of the pipeline overhead I was used to, which meant getting hands-on with Mental Ray shading, look development, and Realflow fluid simulations directly. No safety net, just getting shots out and making them look good.

Fin Design & Effects

Technical Director
August 2005 – April 2008 · Sydney, Australia

My second stint at Fin came after building (and surviving) Collider — I came back to take a commercial start-to-finish, working off a laptop borrowed from my own lead because there wasn't a spare desk in the building. It set the tone: I was more confident this time, and I started building things beyond the work itself, including a frame-buffer render management system that functioned like Maya Render Layers before Maya had render layers — it saved the studio a serious amount of rendering time.

That habit of building tools led to one of the harder problems I've solved: given four weeks to learn Massive (the crowd-simulation software behind the battle scenes in Lord of the Rings), integrate it into our pipeline, and deliver 20+ shots of a packed stadium for A League's TV commercial. We shipped it on deadline.

Visual Effects Artist September 2003 – December 2004

My first real industry education. Under Stuart White, Head of 3D, I learned high-end commercial VFX from the ground up — and started developing an unexpected knack for problem-solving that would define the rest of my career. Toyota Kluger, my first project here, was one of the earliest fully-CG car commercials on Australian television.

Toyota Kluger A League Biennale XXXX Qantas

Collider

Visual Effects Supervisor
January 2005 – August 2005 · Sydney, Australia

Brought in to build Collider's VFX department from the ground up, with no existing team or pipeline to inherit — just a director with a strong slate of VFX-heavy commercials lined up. Recruited Damien Mahoney, a former Plastic Wax colleague, to help get it off the ground, and later brought in Hugh Carrick-Allan before moving on. The first six months were some of the most intense, high-output work of my career.

▶ Watch — Collider work for Target

Plastic Wax

Character Animator
January 2003 – September 2003 · Sydney, Australia

My first industry job, landed after a year of self-taught 3D animation. Worked on in-game animation cycles and cutscenes for Broken Sword: The Sleeping Dragon — a chaotic, fun crew, and the first time the work felt genuinely worth doing.