VisionMD — “Your Eyes Work Hard”
A generated character with a commute problem. I built the character spot around it: story, graphics system, edit, and mix, sized for a fast-turn motion ad.
1MD Nutrition · 2026 · 9:16
Creative Technologist & Post-Production Lead · Los Angeles
Over twenty years across editing, VFX, and sound. Today I lead the technical side of a post department: designing workflows, writing tools, and bringing generative AI into production without lowering the creative bar.
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Everything here was made for paid social. These are production pieces, not demos: generated characters, environments, and motion that had to survive a stakeholder review, a brand check, and a 9:16 delivery spec. The interesting question is never what a model can make. It's which tool earns a place in the pipeline, and what it replaces.
In rotation Runway · ComfyUI · Weavy · Beeble · ElevenLabs · Seedance 2 · Wan 3.0
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Most of my work now happens outside the timeline. I've built production and post infrastructure from nothing four times, starting with a stereo 3D rig at Disney in 2007, and I write my own tools when the one I need doesn't exist yet.
The remote pipeline I designed at Scale Media, camera to archive. It has evolved over time with the company and its needs, moving from Dropbox and Frame.io to LucidLink and Iconik.
2019 – now · Scale Media
Designed a shared online workflow from scratch: file naming, folder architecture, storage strategy, and project organization. Adopted across production and post for a crew of ten at its peak; supports six editors today. Chose the editing software and led the evaluation that landed on Iconik for media management. Wrote the team's complete workflow and procedures guide, trained every editor on it, and it's now part of onboarding for new hires.
2017 – 2019 · Genius Produced
Built a department's post pipeline around a new shared server, with standards covering media offload from production, folder structure, file naming, and every step through delivery. Also production's first call when a shoot involved VFX.
2012 – 2017 · Winckler
Specified and built a recording setup end to end: microphones, preamps, limiters and signal processing, A/D conversion, and recording software. Then designed the session workflow around it, and used it to dub feature films.
2007 – 2008 · Disney
Designed a dual-camera stereo rig while 3D was still new to the studio, and had it built by the studio machine shop. To see convergence live, I fed one camera's red channel and the other's green into the monitor's component input. We used it to make the 3D short The MacGuffin, which I co-wrote, co-directed, edited, and produced. See the training series ↓
Disney Studio New Technology · 2008
As theaters switched from film to digital projection, projectionists needed to learn a new system fast. My creative partner and I co-wrote, shot, and produced our Jimmy the Projectionist series, seven short videos covering every step from ingesting a DCP to projecting 3D. Disney distributed it to projectionists across the country, and it stayed on the studio's Digital Cinema portal for a decade, through at least 2018.
Co-writer · Camera · Producer · Disney's portal, archived 2018 ↗
Python · DaVinci Resolve
Arranges multiple clips on screen in one pass: align on X or Y, then distribute evenly between two points. Split screens and multi-ups that used to take manual transform math now take seconds.
Python · LLM · Resolve
A script that let a language model scan footage, choose b-roll, and lay down a rough cut. Built before native AI integrations arrived to do the same job.
Claude · SVG/HTML → ProRes
I have Claude build and animate brand graphics as code, in SVG and HTML, then render them out as ProRes: 4444 with transparency when they layer over footage, 422 when they don't. Each animation is made fresh and exactly on-brand, and drops straight into the edit. The approach has largely replaced our Fusion graphics templates.
Stack
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Direct-response ads, launch videos, and social spots. Performance work gets measured, not admired, which makes it the most honest test of a workflow: how fast can a new idea reach an audience without the quality dropping? Each piece is mine end to end, from edit and motion to color and sound.
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Keying, tracking, roto, set extensions, and screen work, built in Nuke and Fusion. It's also why production calls me before a VFX shoot: I know what the plate needs to look like when it reaches the comp.
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The craft underneath everything else: structure, performance, and pacing, and the sound work that makes a scene land.
Short film · 2017
A sci-fi short I directed and produced, then finished entirely myself: edit, compositing, 3D animation, sound design, dialog editing, ADR, and the final mix.
Director · Editor · VFX
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I started at Disney, building a stereo 3D rig while the format was still new. Then came sound, visual effects, and editing. Now I lead the technical side of a post department.
That first job set the pattern. At Disney's Studio New Technology group, in a summer internship that was extended to a full year, I co-wrote and produced a stereo 3D short and Jimmy the Projectionist, a training series Disney distributed to projectionists across the country on setting up digital cinema projection.
The work splits in two. The first half is craft: I take projects from script to final deliverable across story, motion graphics, sound, and color, and I've directed, shot, and cut my own films.
The second half is infrastructure. I pick the tools, write the standards, train the people who use them, and manage two editors directly. Most of that work is now pointed at generative AI. I test new tools on real deadlines, keep the ones that hold up in a real review, and write Python tools for DaVinci Resolve when what I need doesn't exist yet.
The interesting question isn't what these tools can generate. It's what they change about how a team works.
Recognition
For projects, collaborations, and conversations about craft and pipeline.