Work History
Storyboard Supervisor - Fionna and Cake (S2), Warner Brothers, 2024-2025
In charge of working with other departments (Directors, Design, Animatics, Timing, Post-Production) in order to create a final storyboard, ready for overseas to animate.
Participated in Design Breakdowns to identify hookups, sequences that needed re-boarding, and designs/backgrounds that needed fixing.
Managed a team of Storyboard Revisionists in order to implement breakdown changes. In charge of efficiently managing their workloads based on strengths and individual bandwidth, and effectively documenting it to give the production team a snapshot of how the team was doing at any given time.
Did regular problem-solving and post-mortems with other departments to see how processes could be adjusted for better efficiency and less burnout.
Storyboard Artist - Among Us, Titmouse, 2024
Created 11-minute storyboards with a board partner for one season. Turnaround cycle was five-weeks and it was script-driven. Received script from writers, spent two weeks making a thumbnail board, another week implementing notes, and two more weeks dedicated to cleanup.
Storyboard Supervisor - Craig before the Creek (Movie) , Cartoon Network, 2023
In charge of working with other departments (Directors, Design, Animatics, Timing, Post-Production) in order to create a final storyboard, ready for overseas to animate.
Participated in Design Breakdowns to identify hookups, sequences that needed re-boarding, and designs/backgrounds that needed fixing.
Managed a team of Storyboard Revisionists in order to implement breakdown changes. In charge of efficiently managing their workloads based on strengths and individual bandwidth, and effectively documenting it to give the production team a snapshot of how the team was doing at any given time.
Did regular problem-solving and post-mortems with other departments to see how processes could be adjusted for better efficiency and less burnout.
Storyboard Artist - The Boys: Diabolical, Amazon Prime Video, 2021
Created action driven storyboards with three other board partners for a 15-minute episode. Received script from writers, spent a week making a thumbnail board, another week implementing notes, and three more weeks dedicated to cleanup.
Storyboard Supervisor - Craig of the Creek, Cartoon Network, 2018-2024
In charge of working with other departments (Directors, Design, Animatics, Timing, Post-Production) in order to create a final storyboard, ready for overseas to animate.
Participated in Design Breakdowns to identify hookups, sequences that needed re-boarding, and designs/backgrounds that needed fixing.
Managed a team of Storyboard Revisionists in order to implement breakdown changes. In charge of efficiently managing their workloads based on strengths and individual bandwidth, and effectively documenting it to give the production team a snapshot of how the team was doing at any given time.
Did regular problem-solving and post-mortems with other departments to see how processes could be adjusted for better efficiency and less burnout.
Key Art, Trick Moon, Cartoon Network, 2018
Worked with showrunner to create key art for pitching/marketing purposes.
Background / Prop Design - Legendary Place, Cartoon Network, 2017
Worked with Art Director to create finished, painted food-related assets.
Storyboard Artist - OK K.O.: Let’s Be Heroes!, Cartoon Network, 2015-2018
Created 11-minute storyboards with a board partner across three seasons. Turnaround cycle was five-weeks and it was board-driven. Received outlines from writers, spent a week making a thumbnail board, another week implementing notes, and three more weeks dedicated to cleanup.
Was involved for the entire series length - from the first season all the way to the last episode.
Participated in animation jams and game jams as part of a mentoring staff to remote teams to convey show style and themes.
Storyboard Artist - Home: Adventures with Tip & Oh, Dreamworks TV, 2015
Worked with Supervising Director primarily in animatics. Received boards from storyboard teams, spent time with supervisors and animatic editors to implement hookups, tighten backgrounds, re-board rough sequences from directors, and general cleanup.
Art Director - Rocket Games, 2014
Creating assets for various mobile games, in the casual and casino genres.
Concepting game ideas, and personally moving it through all stages of production for release on mobile app stores.
Knowing the ins and outs of releasing an app, on both the iOS and Android marketplaces.
Optimizing raw art (both image and sound) into production-ready assets in a Unity3D environment.
Managing outsource pipelines, both within and outside the US.
Creating relevant marketing art to attract players.
Tracking key statistics (ASO, monetization, DAU, IAP, etc) of the company's apps in order to make informed decisions about future releases.
Lead Artist - ChefVille, Zynga, 2012 - 2014
Painting realistic concept art and in-game assets of various food dishes and ingredients.
Concepting and executing in-game buildings and decorations, in both raster and vector.
Creating feed and UI images.
Light character animation.
2D Artist - FrontierVille, Zynga, 2011 - 2012
Creating in-game assets, in both raster and vector.
Concepting and implementing in-game buildings and decorations.
Creating feed and UI images.
Light character animation.
Lead Artist - K-Factor Media, 2009-2011
Creating assets for in-house properties, in raster and vector.
Concepting and implementing in-game buildings and decorations.
Creating feed and UI images.
Light character animation.
Lead Artist - Farlanders, ELC Tech., 2009
Concepted and rendered character classes buildings, weapons and environments.
Designed the website's frontend, along with the game's icons and map tiles.
Created web banners / site teasers.
Graphic Designer / Game Architect / Illustrator - Beanie Babies & Ty Girlz, Ty, Inc., 2006-2009
Concepted and flowcharted website experiences in order to simulate a 'virtual world' for the end user.
Designed the frontend of the first few iterations of the Beanie Babies 2.0 and TyGirlz sites.
Concepted, mapped out and provided assets for the websites' minigames and banners.
Charged with providing the look and feel of the Beanie Babies 2.0 website's on-site characters (illustrated renditions of product) and interactive environments.
Designed actual product - tasked with making design and communicating revisions and additional details overseas.
Created various tradeshow collaterals / large-scale media for high volume events and thoroughfares.
Graphic Designer / Web Designer / Corporate Communications Lead - Chikka Asia, Inc., 2004-2006
Spearheaded ad campaigns and viral marketing pushes. Provided the conceptual foundation for a majority of the campaigns and led the design team in execution. Was required to keep abreast of current web and design trends to maintain a 'fresh' look and stand out in the face of competitors.
Maintained and evolved corporate identity - applied existing concepts from already established media (corporate brochures, etc) to new and relevant forms of media.
Created a vast array of print media ranging from small to very large - tradeshows, promotional events, billboards, flyers, shirt designs, business cards, etc.
Worked with a team of designers to create past and current iterations of the chikka.com website. Regularly updated it and provided assets, in addition to implementing it.
Provided client skins for the Chikka Instant Messenger.
Education
Ateneo de Manila University, Philippines, 2004
Double major in Computer Science and Fine Arts
Software Proficiency
Toonboom Storyboard Pro
Unity3D
Clip Studio Paint
Adobe Photoshop
Adobe Illustrator
Adobe Flash
Adobe Dreamweaver
Microsoft Office
Summary
I have 10+ years of experience in the animation industry, working various jobs at many different levels in the pipeline. My main focus has been in story, as a storyboarder primarily in board driven shows, although I have experience with script driven productions as well. I’ve since moved up to and become comfortable in managerial and supervisory positions, and am proficient in creating efficient and burnout-free workflows for storyboarders and revisionists. I value deep collaboration between departments, making sure to implement processes that work best for an entire production, as opposed to just one or two departments.
I’ve dabbled in design and animatic/post as well, and I am committed to building a strong muscle memory of all parts of the animation machine, to make the most well-informed decisions on every production I am fortunate to be a part of!
As far as illustration and graphic design goes, I have proficiencies in concept art, advertising and web design, with a solid grasp of UI design and 3D production for games. I have experience as a lead artist and an art director working with small teams of illustrators, web designers and character modelers. Projects I've worked on include social games (web-based and mobile), concept art, website creation, ad campaigns, and large-scale media design.