Emmy-awarded producer, director, and senior technologist with experience in startups, education, TV, VFX, and Fortune 500 companies. Lumiere-awarded storyteller specializing in AR and VR. Excel in creative partnerships, leading teams, and delivering high-quality content for brands, products, and visions. For a comprehensive review of my roles, with media, including technology research, analysis, and forecasting, please visit my LinkedIn profile.
Alejandro is a multiple-award winning creative producer and manager. He is bilingual in English and Spanish, with a Master's in Animation and Visual Effects from the Academy of Art University. He has resided in San Francisco for a decade and has experience creating content, managing vendors and designers, and marketing and advertising strategy for Fortune 500/100 companies in the San Francisco Bay Area. His experience ranges from Kendall-Jackson and the winery industry, Splunk> and Big Data, VISA for retail and branding technologies, CISCO for design and project management, and at Facebook working on myriad creative projects in cross-functional teams.
The long-form resume for Alejandro Franceschi. | Areas of expertise: intersections of frontier technologies, design and media, marketing, advertising, social media, video production and post, VR, AR, animation, visual effects, and creative management.
Alejandro is an Emmy awarded creative producer, director and technologist with 20 years of experience working in startups, education, government, TV, features, and Fortune 500/100 tech. As a Lumiere awarded storyteller in challenging frontier technologies, he excels in representing brands and products with high quality content that delivers on measurable business goals, in charming and surprising ways. Please refer to his LinkedIn profile for a full chronological work history. Thank you.
At NETCO 2017 I gave a talk about virtual reality and our products. Examples, testimonials, features. We build VR content.
We are a firm based out of Winnipeg Manitoba
IT Consulting Services Company | Inovar ConsultingInovar Tech
Inovar offers a wide range of software consulting services & provide support to a variety of organization sizes to meet all specific client requirements. Our IT consulting services helped Fortune 500 companies and established, world-class brands.
Please visit: https://www.inovarconsulting.co.in/
Alejandro is a multiple-award winning creative producer and manager. He is bilingual in English and Spanish, with a Master's in Animation and Visual Effects from the Academy of Art University. He has resided in San Francisco for a decade and has experience creating content, managing vendors and designers, and marketing and advertising strategy for Fortune 500/100 companies in the San Francisco Bay Area. His experience ranges from Kendall-Jackson and the winery industry, Splunk> and Big Data, VISA for retail and branding technologies, CISCO for design and project management, and at Facebook working on myriad creative projects in cross-functional teams.
The long-form resume for Alejandro Franceschi. | Areas of expertise: intersections of frontier technologies, design and media, marketing, advertising, social media, video production and post, VR, AR, animation, visual effects, and creative management.
Alejandro is an Emmy awarded creative producer, director and technologist with 20 years of experience working in startups, education, government, TV, features, and Fortune 500/100 tech. As a Lumiere awarded storyteller in challenging frontier technologies, he excels in representing brands and products with high quality content that delivers on measurable business goals, in charming and surprising ways. Please refer to his LinkedIn profile for a full chronological work history. Thank you.
At NETCO 2017 I gave a talk about virtual reality and our products. Examples, testimonials, features. We build VR content.
We are a firm based out of Winnipeg Manitoba
IT Consulting Services Company | Inovar ConsultingInovar Tech
Inovar offers a wide range of software consulting services & provide support to a variety of organization sizes to meet all specific client requirements. Our IT consulting services helped Fortune 500 companies and established, world-class brands.
Please visit: https://www.inovarconsulting.co.in/
We've come to the end of a fantastic year and have been working with new exciting clients, as well as growing our relationship with some of our existing wonderful clients. The team we have are brilliant! Onwards to 2019!
VRSafety is a solution by Bit Space Development Ltd. that helps businesses build interactive learning experiences using virtual reality. Utilize technology like the HTC Vive and Oculus Rift to send new entrants onto the job site for a sense of presence and for hazard identification and safety training.
With the advance of digital media, consumers are engaging with brands using fundamentally different behaviors.
Wingman is a Digital Consulting firm. Working with our clients on their most challenging issues, we are able to develop well defined strategies for all digital media, be it on the web, mobile devices or social platforms.
Cyber-Duck, a digital agency in London and Hertfordshire welcomed StartupBus in its office to present some principles behind user experience before their European tour
"State of AI, 2019," from MMC Ventures, in partnership with Barclays.
The State of AI 2019: Divergence
As Artificial Intelligence (AI) proliferates, a divide is emerging. Between nations and
within industries, winners and losers are emerging in the race for adoption, the war
for talent and the competition for value creation.
The landscape for entrepreneurs is also changing. Europe’s ecosystem of 1,600 AI
startups is maturing and bringing creative destruction to new industries. While the
UK is the powerhouse of European AI, hubs in Germany and France are thriving and
may extend their influence in the decade ahead.
As new AI hardware and software make the impossible inevitable, we also face
divergent futures. AI offers profound benefits but poses significant risks. Which
future will we choose?
Our State of AI report for 2019 empowers entrepreneurs, corporate executives,
investors and policy-makers. While jargon-free, our Report draws on unique data
and 400 discussions with ecosystem participants to go beyond the hype and explain
the reality of AI today, what is to come and how to take advantage. Every chapter
includes actionable recommendations.
Artificial intelligence (AI) is a source of both huge excitement
and apprehension. What are the real opportunities and threats
for your business? Drawing on a detailed analysis of the business
impact of AI, we identify the most valuable commercial opening in
your market and how to take advantage of them.
We've come to the end of a fantastic year and have been working with new exciting clients, as well as growing our relationship with some of our existing wonderful clients. The team we have are brilliant! Onwards to 2019!
VRSafety is a solution by Bit Space Development Ltd. that helps businesses build interactive learning experiences using virtual reality. Utilize technology like the HTC Vive and Oculus Rift to send new entrants onto the job site for a sense of presence and for hazard identification and safety training.
With the advance of digital media, consumers are engaging with brands using fundamentally different behaviors.
Wingman is a Digital Consulting firm. Working with our clients on their most challenging issues, we are able to develop well defined strategies for all digital media, be it on the web, mobile devices or social platforms.
Cyber-Duck, a digital agency in London and Hertfordshire welcomed StartupBus in its office to present some principles behind user experience before their European tour
"State of AI, 2019," from MMC Ventures, in partnership with Barclays.
The State of AI 2019: Divergence
As Artificial Intelligence (AI) proliferates, a divide is emerging. Between nations and
within industries, winners and losers are emerging in the race for adoption, the war
for talent and the competition for value creation.
The landscape for entrepreneurs is also changing. Europe’s ecosystem of 1,600 AI
startups is maturing and bringing creative destruction to new industries. While the
UK is the powerhouse of European AI, hubs in Germany and France are thriving and
may extend their influence in the decade ahead.
As new AI hardware and software make the impossible inevitable, we also face
divergent futures. AI offers profound benefits but poses significant risks. Which
future will we choose?
Our State of AI report for 2019 empowers entrepreneurs, corporate executives,
investors and policy-makers. While jargon-free, our Report draws on unique data
and 400 discussions with ecosystem participants to go beyond the hype and explain
the reality of AI today, what is to come and how to take advantage. Every chapter
includes actionable recommendations.
Artificial intelligence (AI) is a source of both huge excitement
and apprehension. What are the real opportunities and threats
for your business? Drawing on a detailed analysis of the business
impact of AI, we identify the most valuable commercial opening in
your market and how to take advantage of them.
Meta: Four Predictions for the Future of Work
Discover the trends shaping the future of hybrid working and work in the metaverse, and how they’ll redefine inclusion in the workplace. We spoke to 2,000 employees and 400 business leaders in the US and UK to understand the impact.
How could machines learn as eciently as humans and animals? How could machines
learn to reason and plan? How could machines learn representations of percepts
and action plans at multiple levels of abstraction, enabling them to reason, predict,
and plan at multiple time horizons? This position paper proposes an architecture and
training paradigms with which to construct autonomous intelligent agents. It combines
concepts such as congurable predictive world model, behavior driven through intrinsic
motivation, and hierarchical joint embedding architectures trained with self-supervised
learning.
This document is not a technical nor scholarly paper in the traditional sense, but a position
paper expressing my vision for a path towards intelligent machines that learn more like
animals and humans, that can reason and plan, and whose behavior is driven by intrinsic
objectives, rather than by hard-wired programs, external supervision, or external rewards.
Many ideas described in this paper (almost all of them) have been formulated by many
authors in various contexts in various form. The present piece does not claim priority for
any of them but presents a proposal for how to assemble them into a consistent whole. In
particular, the piece pinpoints the challenges ahead. It also lists a number of avenues that
are likely or unlikely to succeed.
The text is written with as little jargon as possible, and using as little mathematical
prior knowledge as possible, so as to appeal to readers with a wide variety of backgrounds
including neuroscience, cognitive science, and philosophy, in addition to machine learning,
robotics, and other fields of engineering. I hope that this piece will help contextualize some
of the research in AI whose relevance is sometimes difficult to see.
InfiniteNature-Zero: Learning Perpetual View Generation of Natural Scenes from Single Images
Abstract. We present a method for learning to generate unbounded flythrough videos of natural scenes starting from a single view, where this capability is learned from a collection of single photographs, without requiring camera poses or even multiple views of each scene. To achieve this, we propose a novel self-supervised view generation training paradigm, where we sample and rendering virtual camera trajectories, including cyclic ones, allowing our model to learn stable view generation from a collection of single views. At test time, despite never seeing a video during training, our approach can take a single image and generate long camera trajectories comprised of hundreds of new views with realistic and diverse contents. We compare our approach with recent state-of-the-art supervised view generation methods that require posed multi-view videos and demonstrate superior performance and synthesis quality.
Dialing up the danger: Virtual reality for the simulation of riskAlejandro Franceschi
There is a growing interest the use of virtual reality (VR) to simulate unsafe spaces, scenarios, and behaviours. Environments that might be difficult, costly, dangerous, or ethically contentious to achieve in real life can be created in virtual environments designed to give participants a convincing experience of “being there.” There is little consensus in the academic community about the impact of simulating risky content in virtual reality, and a scarcity of evidence to support the various hypotheses which range from VR being a safe place to rehearse challenging scenarios to calls for such content creation to be halted for fear of irreversible harm to users. Perspectives split along disciplinary lines, with competing ideas emerging from cultural studies and games studies, from psychology and neuroscience, and with industry reports championing the efficacy of these tools for information retention, time efficiency and cost, with little equivalence in information available regarding impact on the wellbeing of participants. In this study we use thematic analysis and close reading language analysis to investigate the way in which participants in a VR training scenario respond to, encode and relay their own experiences. We find that participants overall demonstrate high levels of “perceptual proximity” to the experience, recounting it as something that happened to them directly and personally. We discuss the impact of particular affordances of VR, as well as a participant’s prior experience on the impact of high-stress simulations. Finally, we consider the ethical mandate for training providers to mitigate the risk of traumatizing or re-traumatizing participants when creating high-risk virtual scenarios.
Bank of England Staff Working Paper No 605 The Macroeconomics of Central Bank...Alejandro Franceschi
Bank of England Staff Working Paper No 605 The Macroeconomics of Central Bank Issued Digital Currencies (CBDC).
A study on the macroeconomic consequences of issuing a central bank digital currency (CBDC) - a universally accessible and interest-bearing central bank liability, implemented via distributed ledgers, that competes with bank deposits as a medium of exchange. Some summary results are: a possible rise in GDP by 3%, reductions in real interest rates, distortionary taxes, and monetary transaction costs. As a second monetary policy instrument, which could substantially improve the central bank's ability to stabilize the business cycle.
THE METAVERSE IS POTENTIALLY AN $8 TRILLION TO $13 TRILLION OPPORTUNITY (Citibank):
We believe the Metaverse may be the next generation of the
internet — combining the physical and digital world in a persistent
and immersive manner — and not purely a Virtual Reality world.
A device-agnostic Metaverse accessible via PCs, game consoles, and
smartphones could result in a very large ecosystem. Based on our
definition, we estimate the total addressable market for the Metaverse
economy could grow to between $8 trillion and $13 trillion by 2030.
METAVERSE USE CASES:
Gaming is viewed as a key Metaverse use case for the next several years due to the immersive and multi-player
experience of the space currently. But we believe that the Metaverse will eventually help us find new enhanced ways to
do all of our current activities, including commerce, entertainment and media, education and training, manufacturing and
enterprise in general. Enterprise use cases of the Metaverse in the coming years will likely include internal collaboration,
client contact, sales and marketing, advertising, events and conferences, engineering and design, and workforce train
METAVERSE INFRASTRUCTURE BUILDING:
the current state, the internet infrastructure is unsuitable for building a fully-immersive content streaming Metaverse
environment, that enables users to go seamlessly from one experience to another. To make the vision of Metaverse a reality, we
expect significant investment in a confluence of technology. Low latency — the time it takes a data signal to travel from one point
on the internet to another point and then come back — is critical to building a more realistic user experience.
MONEY IN THE METAVERSE:
We expect the next generation of the internet, i.e., the Metaverse, would encapsulate a range of form factors of money, including
the existing/traditional forms of money and also upcoming/digitally-native forms — cryptocurrency, stablecoins, central bank
digital currencies (CBDCs) — that were out of scope in a pre-blockchain virtual world
This document is the copyright of its respective holders. It is freely available on the Internet to anyone who searches for it independently. It is provided here under the "Fair Use Doctrine of U.S. Copyright Law."
Vitalik Buterin | Crypto Cities
In this whitepper, Vitalik outlines some concepts for how a new model of a city running on a blockchain, empoowers the community to essentially self-govern.
Everyone can vote on the blockchain, decisions are made as a collective on where to put monies to use, and work outside the community not unlike a centralized DAO (an oxymoron, but it is the proposal herein).
This is not science fiction. Thanks to a new law in Wisconsin that permits these types of collectives, or communities, etc., the radical (?), or rather, evolutionary step for this has already begun; and not just in Wisconsin, but Miami is a key location as well.
Mixed Reality: Pose Aware Object Replacement for Alternate RealitiesAlejandro Franceschi
This document explains how the technology involved, can semantically replace moving objects, humans, and other such visual input, and transform it, using mixed reality, into whatever the viewer would prefer the real world looks like instead.
From videogames to movies, to education, healthcare, commerce, communications, and industrial solutions, this will radically change the way we interact with the world, with others, and ourselves.
MaterialX is an open standard for transfer of rich material and look-development content between applications and renderers. Originated at Lucasfilm in 2012, MaterialX has been used by Industrial Light & Magic in feature films such as Star Wars: The Force Awakens and Rogue One: A Star Wars Story, and by ILMxLAB in real-time experiences such as Trials On Tatooine.
MaterialX addresses the need for a common, open standard to represent the data values and relationships required to transfer the complete look of a computer graphics model from one application or rendering platform to another, including shading networks, patterns and texturing, complex nested materials and geometric assignments. To further encourage interchangeable CG look setups, MaterialX also defines a complete set of data creation and processing nodes with a precise mechanism for functional extensibility.
Google Research Siggraph Whitepaper | Total Relighting: Learning to Relight P...Alejandro Franceschi
Google Research Siggraph Whitepaper | Total Relighting: Learning to Relight Portraits for Background Replacement
Abstract:
Given a portrait and an arbitrary high dynamic range lighting environment, our framework uses machine learning to composite the subject into a new scene, while accurately modeling their appearance in the target illumination condition. We estimate a high quality alpha matte, foreground element, albedo map, and surface normals, and we propose a novel, per-pixel lighting representation within a deep learning framework.
Intel, Intelligent Systems Lab: Syable View Synthesis WhitepaperAlejandro Franceschi
Intel, Intelligent Systems Lab:
Stable View Synthesis Whitepaper
We present Stable View Synthesis (SVS). Given a set
of source images depicting a scene from freely distributed
viewpoints, SVS synthesizes new views of the scene. The
method operates on a geometric scaffold computed via
structure-from-motion and multi-view stereo. Each point
on this 3D scaffold is associated with view rays and corresponding feature vectors that encode the appearance of
this point in the input images.
The core of SVS is view dependent on-surface feature aggregation, in which directional feature vectors at each 3D point are processed to produce a new feature vector for a ray that maps this point into the new target view.
The target view is then rendered by a convolutional network from a tensor of features synthesized in this way for all pixels. The method is composed of differentiable modules and is trained end-to-end. It supports spatially-varying view-dependent importance weighting and feature transformation of source images at each point; spatial and temporal stability due to the smooth dependence of on-surface feature aggregation on the target view; and synthesis of view-dependent effects such as specular reflection.
Experimental results demonstrate that SVS outperforms state-of-the-art view synthesis methods both quantitatively and qualitatively on three diverse realworld datasets, achieving unprecedented levels of realism in free-viewpoint video of challenging large-scale scenes.
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillionAlejandro Franceschi
PWC: Why we believe VR/AR will boost global GDP by $1.5 trillion USD.
We estimate virtual reality (VR) and augmented reality (AR) can bring net economic benefits of $1.5 trillion by 2030. But where did we get that number from? As you can imagine, estimating the potential impacts of new technologies like VR and AR is tricky and uncertain. The task is even more difficult when these technologies are expected to develop rapidly and become more deeply ingrained in our everyday lives. But we feel it's important to highlight the potential in a way that give our clients the facts to build a business case to act - and that starts with a robust methodology.
U.K. Immersive Tech Report, 2021:
Every 10-15 years we have seen a paradigm shift in the way we do computing (eg. from mainframes to PCs to mobile). When these shifts occur new capabilities and use cases are unlocked, disrupting entire industries and creating opportunities to invest in a new generation of billion dollar companies.
However you want to define them - Immersive Tech, Extended Reality (AR/VR) or Spatial Computing - the companies featured in this report are betting on these set of fast emerging technologies as a key part of the next paradigm shift. Whilst some are building key tools & infrastructure, others are set on disrupting the way we work, play, create and collaborate. From fundamentally changing the way we train surgeons to re-imagining how we keep fit.
Source: https://www.immerseuk.org/resources/uk-immersive-tech-vc-investment-report/
Intel Intelligent Systems Labs:
Enhancing Photorealism Enhancement
Abstract:
We present an approach to enhancing the realism of synthetic images. The images are enhanced by a convolutional network that leverages intermediate representations produced by conventional rendering pipelines. The network is trained via a novel adversarial objective, which provides strong supervision at multiple perceptual levels. We analyze scene layout distributions in commonly used datasets and find that they differ in important ways. We hypothesize that this is one of the causes of strong artifacts that can be observed in the results of many prior methods. To address this we propose a new strategy for sampling image patches during training. We also introduce multiple architectural improvements in the deep network modules used for photorealism enhancement. We confirm the benefits of our contributions in controlled experiments and report substantial gains in stability and realism in comparison to recent image-to-image translation methods and a variety of other baselines.
Stanford University: Artificial Intelligence Index Report, 2021
The AI Index is an effort to track, collate, distill and visualize data relating to artificial intelligence. It aspires to be a comprehensive resource of data and analysis for policymakers, researchers, executives, journalists, and the general public to develop intuitions about the complex field of AI.
Source: https://aiindex.stanford.edu/wp-content/uploads/2021/03/2021-AI-Index-Report_Master.pdf
HAI Industry Brief: AI & the Future of Work Post Covid
Stanford University, Human-Centered Artificial Intelligence:
Researchers studying how AI can be used to help teams collaborate, improve workplace culture, promote employee well-being, assist humans in dangerous environments, and more.
Source: https://aiindex.stanford.edu/wp-content/uploads/2021/03/2021-AI-Index-Report_Master.pdf
2021 Salary Guide for Creative & Marketing | North America
While the information provided can certainly vary, Robert Half has staffed millions of roles, and they are certainly in the position to know. | The Creative Group is owned by them, the difference being that RH staffs for full-time roles, and TCG staffs for temporary and contractor positions.
New Explore Careers and College Majors 2024.pdfDr. Mary Askew
Explore Careers and College Majors is a new online, interactive, self-guided career, major and college planning system.
The career system works on all devices!
For more Information, go to https://bit.ly/3SW5w8W
The Impact of Artificial Intelligence on Modern Society.pdfssuser3e63fc
Just a game Assignment 3
1. What has made Louis Vuitton's business model successful in the Japanese luxury market?
2. What are the opportunities and challenges for Louis Vuitton in Japan?
3. What are the specifics of the Japanese fashion luxury market?
4. How did Louis Vuitton enter into the Japanese market originally? What were the other entry strategies it adopted later to strengthen its presence?
5. Will Louis Vuitton have any new challenges arise due to the global financial crisis? How does it overcome the new challenges?Assignment 3
1. What has made Louis Vuitton's business model successful in the Japanese luxury market?
2. What are the opportunities and challenges for Louis Vuitton in Japan?
3. What are the specifics of the Japanese fashion luxury market?
4. How did Louis Vuitton enter into the Japanese market originally? What were the other entry strategies it adopted later to strengthen its presence?
5. Will Louis Vuitton have any new challenges arise due to the global financial crisis? How does it overcome the new challenges?Assignment 3
1. What has made Louis Vuitton's business model successful in the Japanese luxury market?
2. What are the opportunities and challenges for Louis Vuitton in Japan?
3. What are the specifics of the Japanese fashion luxury market?
4. How did Louis Vuitton enter into the Japanese market originally? What were the other entry strategies it adopted later to strengthen its presence?
5. Will Louis Vuitton have any new challenges arise due to the global financial crisis? How does it overcome the new challenges?
NIDM (National Institute Of Digital Marketing) Bangalore Is One Of The Leading & best Digital Marketing Institute In Bangalore, India And We Have Brand Value For The Quality Of Education Which We Provide.
www.nidmindia.com
Exploring Career Paths in Cybersecurity for Technical CommunicatorsBen Woelk, CISSP, CPTC
Brief overview of career options in cybersecurity for technical communicators. Includes discussion of my career path, certification options, NICE and NIST resources.
1. Alejandro Franceschi
Crea�ve | Director | Technologist | Problem Solver • San Francisco, CA
• +1 (415) 528-056 • linkedin.com/in/alejandrofranceschi
SUMMARY
Emmy-awarded producer, director, and senior technologist with experience in startups, educa�on, TV, VFX, and
Fortune 500 companies. Lumiere-awarded storyteller specializing in AR and VR. Excel in crea�ve partnerships,
leading teams, and delivering high-quality content for brands, products, and visions. For a comprehensive review of
my roles, with media, including technology research, analysis, and forecas�ng, please visit my LinkedIn profile.
WORK EXPERIENCE
Stealth, San Francisco, CA (remote)
Director, Creative AI Technologies July 2023 – Present
• Focused on developing real-�me emo�on synthesis, sen�ence, procedural lip-sync upgrades, and
autonomous anima�on for embodied ar�ficial intelligence, typically in the form of photorealis�c avatars
• By strategically implemen�ng advanced tools, I transformed crea�ve workflows, elevated produc�on
quality, and fostered dynamic collabora�ons with Fortune 500 media, entertainment, and tech partners
• Updated presenta�ons for venture capitalists, including audio, video, and documenta�on for data room,
while prospec�ng poten�al business developments, presen�ng, ac�vely engaging strategic partnerships
and investors, including social media strategy, and increasing bookings over 20X per month for Q2 and Q3
Amazon, San Francisco, CA (remote)
Senior Technologist July 2022 – March 2023
• Reduc�on in Force (RIF); tenure not performance related
• Collaborate with strategic and func�onal peers to deliver scalable solu�ons across Amazon, benefi�ng
~2M employees and contractors, ensuring compliance with localiza�on, GDPR, and regional laws, while
iden�fying, partnering, and nego�a�ng with internal and external hardware, so�ware, and media
providers worldwide
• Stay at the forefront of global technology trends, con�nually networking and engaging with innovators;
deliver weekly reports of research, evalua�on and forecas�ng that drive idea�on, streamline processes,
and foster collabora�ons. Garnered 3M+ ar�cle views with ~27K+ followers on LinkedIn, a 1,000% increase
over prior year, with 2.5M+ ar�cle views on Quora, and presented a talk on Emo�on AI at SIGGRAPH 2023
• HCI/VUI design for an advanced, photorealis�c, AI Virtual Assistant and Coach for Learning and
Development, and Career Advancement, that provides mul�-lingual, empathe�c interac�ons, animated
autonomously, with real-�me facial expressions, bodily gestures, and life-like voices in 2D and VR. Use
LLMs combined with TTS and neural STT, to further aid HCI for compute with strategic impact
2. Epic Games, San Francisco, CA (remote)
Virtual Production Fellow March 2022 – April 2022
• Par�cipated in the Unreal Engine Virtual Production Fellowship, designed to educate mo�on picture,
produc�on, and post-produc�on ar�sts about applying Unreal Engine beyond video game development in
the media and entertainment industries
• Engaged in beta-tes�ng of Metahumans, a technology for crea�ng and developing photorealis�c,
parametric human avatars. This included exploring keyframing, with facial and body mo�on capture
capabili�es, including procedural anima�on, to create believable character mo�ons and gestures
Tata Consultancy Services (TCS), San Jose, CA (remote)
Associate Creative Director December 2019 – June 2022
• Serve as Associate Crea�ve Director at "Studio-X," enhancing exper�se through extensive training, in
Leadership, DEI, Business, Blockchain, AI, and Industrial IoT; followed with research, analysis, and
forecas�ng on the later three for business development recommenda�ons, crea�ve trends, and technical
challenges
• Lead cross-func�onal projects spanning Design Thinking, Graphic Design, and Crea�ve—covering video,
run�me anima�on for web and mobile, VFX, VR, AR, and UX—all tailored for corporate briefs
• Cra� scripts, produce, and edit content, while devising pitches and concepts with technical storytelling for
F500 clients across automo�ve (Land Rover), pharmaceu�cals (Pfizer), and more, such as the NYC
Marathon AR app and communica�ons for Telecom Verizon
Volumetric Camera Systems, Vancouver, Canada
Advisory Board Member February 2019 – December 2019
• A�er the dissolu�on of Invar Studios, I sat on the VCS board, along with the former Head of Adobe
Immersive, for the inventor of our 360-camera rig maker’s new company: Volumetric Camera Systems, Inc.
• The proprietary, mobile, expandable, and non-chromakey, volumetric 4D capture technology, was used by
Ne�lix, for Altered Carbon (Season 2), to create digital human doubles for its main cast’s VFX shots
Facebook, Menlo Park, CA
Creative Generalist October 2017 – February 2019
• Mul�media Crea�ve (video, mo�on design, VFX, anima�on, chromakey, studio) in service of various
departments at Facebook HQ, for internal and external marke�ng, editorial communica�ons by
management, brand, recrui�ng, sourcing, opera�ons, engineering, and c-suite
• Collaborated on cross-func�onal projects involving brand video, run�me anima�on, VFX, VR, AR, UX, with
further handling of scriptwri�ng, briefs, media agencies, vendors, contracts, and media asset management
• Led the development, scrip�ng, produc�on, and edi�ng processes. Created pitches and concepts, engaged
in technical storytelling, visualized data, abstract, and novel ideas, conducted research to package content
for both internal and external use
3. Ghostwriter, San Francisco, CA (remote)
Contributing Author February 2017 – September 2017
• Contribu�ng author to LinkedIn Top Voice in XR, Cathy Hackl’s book (published in
Marketing New Realities: An Introduction to VR, AR, Marketing, Branding and Communications
• Synopsis: “Marketing New Realities gives you the tools you’ll need to understand, create, and manage
successful VR and AR campaigns now and for years to come. Get a head start on this new fron�er and
harness the power of next-gen communica�on tools to engage effec�vely with your audience.”
• I am thanked second in the foreword, due to the amount of content provided for the book. The book is
now a part of the curriculum of the Vancouver Film School
INVAR Studios, San Francisco, CA (remote)
Original Founder, Creative Producer, VFX Supervisor and Technologist October 2015 – September 2017
• Founded INVAR Studios prior to my tenure at Facebook, inspired by the launch of their VR device,
pla�orm, and games. Recognizing the convergence of game engine technology, AI, and VFX, I envisioned a
mul�-pronged, remote-first, cloud-na�ve, and tax-incen�ve-based mix of content crea�on studios
• The interna�onal digital studio startup, focused on 360 (2D and 3D) and volumetric capture, VFX,
anima�on, and pushing the boundaries of what was possible technologically and with storytelling in XR
• Wrote the original short story, “Shatered,” which later became the award-winning, 360 monoscopic short
film, Rose Colored. Prophe�cally, it showcased a world where people use AR filters to not only hide their
misdeeds, but alter their physical appearances and speech, so they can always be pleasing to their partner
• The short film won the pres�gious Lumiere from the Advanced Imaging Society, for the groundbreaking
techniques we developed for 360 filmmaking, prior to commercial tools, and was exhibited by Sotheby’s,
TriBeCa, and the Cannes Interna�onal Film Fes�val
CISCO, Menlo Park, CA
Design Manager, Corporate Communications and Brand March 2015 – December 2016
• Managed global stakeholder requests for CISCO's complete product range, from hardware, to so�ware,
and services, delivering impac�ul presenta�ons and designs. Efficiently oversaw several dozen B.P.O. team
crea�ves and engineers, guiding their design, in shi�s located in India, to ensure con�nuous output
• Led the change from sta�c presenta�ons to dynamic, data-driven presenta�ons with visual content
management from those in Sales, and an enterprise chatbot system for 1M+ page self-help document site
• Pioneered the development of CISCO's ini�al AR marke�ng collateral on mobile, tablets, and data center
hardware sales measurement, saving millions in return shipping. Represented CISCO in their first SVOD
Q&A sessions with Ragan Communica�ons, as host, and presen�ng on the integra�on of AR, VR, and 360
2D and 3D storytelling for media, entertainment, marke�ng, and adver�sing
4. Splunk, Menlo Park, CA
Senior Multimedia Producer October 2013 – February 2014
• Spearheaded the design, development, and construc�on of a $2M USD broadcast-compliant produc�on
and post studio on premise: to reduce costs, preserve confiden�ality, and enhance security for VIP clients
• Pioneered branding and iden�ty strategies, post-IPO, encompassing SEO, social media, crisis management,
employee amplifica�on, and working with vendors to stage first corporate conference in Las Vegas
• Cra�ed and executed a digital asset management system with taxonomy, 448-bit encryp�on, and round-
the-clock backup, managing over 100 terabytes of content from on-premises storage to the cloud
Apple, Cuper�no, CA
Senior Video Editor June 2013 – June 2017
• Edited Apple’s Worldwide Developer’s Conference (WWDC) presenta�ons on a contract basis for 2013 and
2017. Managed mul�media post-produc�on, mo�on graphics, and mul�lingual sub�tles, for all
conferences at WWDC. This included 4K video and metadata ingest, proxies, color grading, audio, and
presenta�on cleanup (digital screens, when content failed live), closed cap�oning, and video compression
• U�lized Final Cut Pro Suite for edi�ng projects, A�er Effects for mo�on design, and employed XMP meta-
tagging for archiving assets, projects, and video master’s in digital asset management system on Xsan
• Ensured �mely delivery of all conference recordings and related media on the same evening as the live
event, for developers worldwide to review, while assis�ng, mentoring, and reviewing junior editors’ work
EDUCATION:
Master’s, Anima�on and Visual Effects
Academy of Art University, San Francisco, CA
AWARDS:
Emmy, Telly, Pla�num AVA, and Aurora for: Outstanding Youth/Children’s Educa�onal Programming: Series
Lumiere: Best Live-Ac�on VR Short Film
MEMBER:
Na�onal Academy of Television Arts and Sciences
Visual Effects Society; also interviewed for VFX Artistry: Pushing VR Storytelling to New Places
Advanced Imaging Society
SKILLS:
Media and Entertainment Industry Workflows, Strategic Alliances, Content Crea�on for Streaming, Cinema,
Broadcast, VFX, Communica�ons (Mul�lingual, DEI experience), Leadership, Mentorship, Project Management, Jira,
Asana, Click Up, Analy�cal and Compe��ve Analysis, Marke�ng, Forecas�ng, Technical Background, Interna�onal
Cross-Func�onal Teamwork, Strategic Planning, Presenta�on, Public Speaking, On-camera Host, Branding, MS
Office, Adobe Crea�ve Suite, Maxon Red Giant, Reallusion, Unreal Engine, Rokoko Mo�on Capture, Metahumans,
Avatars, Mo�on Design, Social Media, Genera�ve AI for Imaging, Video, Anima�on, Prototyping