Paul D. Lewis
C.E.O.  
An 'Animator with a Technical Background' - with over 20 years in the trenches, this 'Graphics Commando' describes his unmatched combination of technical and artistic skills as 'whatever it takes'.

Developing with the industry in the 1980's from Software Engineering, 3D CAD and Network Administration in the Northwest to animation instruction for Wavefront Technologies in Santa Barbara, Paul was quickly drawn into Film special effects - beginning with 'The Lawnmower Man' in 1991.

After several film projects (mostly Feature Films - some, not so 'Feature') in Los Angeles, Paul was pulled to Industrial Light & Magic and then to Time Warner Interactive in the Bay Area. This move also saw the transition from film to the games industry, where he pioneered work in video and Motion Capture. After directing the Animation Technology Group and developing Time Warner's facility, his move home to the Northwest attracted the attention of Electronic Arts Canada in Vancouver B.C. in 1996.

Paul accepted a position founding and directing EAC's Advanced Media Division, encompassing Audio, Video, Motion Capture and Animation Tools. Managing a division of 32 incredibly talented people is a creative challenge in itself - but not enough time with the mouse for an Animator. After two years, Paul returned to Seattle.

Turning to his first love, he spent a year with Wild Tangent as a Sr. Producer/Art Lead doing character animation for on-line products. As a guest lecturer and Maya instructor in the Seattle area, he was approached to mentor 3D professionals and work with the Alias|ug Northwest. Paul served as President from 2003 to 2006.

Currently, as the 'Fearless Leader' of Deep Six, Paul balances management of an elite team of 3D graphics professionals with the immediate needs of the projects they're working on. Specializing in pipeline development, animation technologies, motion capture and traditional character animation, Paul uses his technical skills to lead artwork development by example and create opportunities for him to animate characters whenever possible.


DEVELOPEMENT WORK

  • Symbiosis - Distributed Animation Production framework architecture
  • Replicant - Interactive Character prototyping - development - rigging system pipelines.
  • SkinJob - Character Skinning - Shading - Effects system
  • DefProj - Default Project setup for fast workflow / pipeline development [Link]
  • Book - Digital Production: Black Ops [TBR]
  • Digital Artist Guild - Next Generation 3D production education
  • Animotion - Color Optical 3D character motion tracking system for 1st / 2nd unit film

PROFESSIONAL MENTORING

It's been my pleasure to help develop some incredible talent. Here are some of the people I've mentored:

  • Erin DeFilipps
  • Andy H. Rosen
  • Tom Capizzi
  • Jef Shears
  • Nick Wiegel
  • Anne Mann

PROFESSIONAL ACCOMPLISHMENTS

ARCADE | CONSOLE | ON-LINE GAMES

2001 199919981998

199819991998

1997199719971996

199619951994


PROFESSIONAL ACCOMPLISHMENTS

FEATURE FILMS

19931993199319931992


PROFESSIONAL ACCOMPLISHMENTS

PESENTATIONS | EVENTS | ARTICLES


PHILOSOPHY

  • "Better by Design."

GOALS

  • Continue to grow Business significantly each year
  • Talk more about the great work we're doing than the cool work we've done.
  • Academy Award for Animated Short

 

 

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