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ABOUT

Bryan Ervin Bentley is a digital problem solver, with a focus in computer graphics for entertainment. Bryan has over 10 years of post-production experience and higher education instruction.

Bryan served as a creature technical director for Industrial Light and Magic, a division of Lucasfilm Entertainment, in Singapore and San Francisco, a Technical Animator for Rhythm & Hues in Los Angeles, and a Junior Pipeline Development Artist at The Jim Henson Company.

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During these roles, he had the opportunity to work on such films as Transformers 4, Pacific Rim, and The Golden Compass, which won the Academy Award for Best Visual Effects that year.

 

Bryan has a Bachelor of Science in Computer Graphics Technology from Purdue University and a Master of Fine Arts in Animation from Savannah College of Art and Design.

 

Bryan’s areas of specialty include; Character Rigging, Cloth and Softbody Simulation, Python Programming, Rigid Simulation, and geometry fracturing for Destruction.

/Specialties/ 

Rigging, Creature FX, Python Programming, Rigid Simulation and Geometry Fracturing for Destruction.

RESUME

/Objective/

Highly Skilled computer graphics artist and technician looking for engaging lead-level work in the fields of visual effects, animation, education, and digital fashion.

 

/Education/

Savannah College of Art and Design

Master of Fine Art Specialization in Animation

(AUG 2010)

 

Purdue University

Bachelors of Science in Computer Graphic Technology

(DEC 2005)

 

 

/Honors/

“Best Animated Feature”, Rango (2011) Creature Technical Director

(2007)

“Best Visual Effects”, Golden Compass. Technical Animator.

(2008)

/Experience/

(2020-Present)

DEPARTMENT HEAD OF MODELING

CG Spectrum School of Digital Arts, Remote

 

(2020-2021)

SENIOR CG/VFX SPECIALIST

Shadowfactory, Hong Kong

 

(2016-2020)

PROFESSOR OF VISUAL EFFECTS

Savannah College of Art Design(SCAD ), Hong Kong

 

(2011-2016)

CREATURE TECHNICAL DIRECTOR

Industrial Light and Magic, Singapore

 

(2011-2016)

PART-TIME PROFESSOR OF ANIMATION

Nanyang Technological University, Singapore

 

(2009-2011)

CREATURE TECHNICAL DIRECTOR

Industrial Light and Magic, San Francisco

(2007-2009)

TECHNICAL ANIMATION ARTIST

Rhythm & Hues Studios, Los Angeles

 

(2004-2005)

STUDENT ASSISTANT FOR AUDIOLOGY VISUALIZATION

Purdue University, West Lafayette Indiana

 

(2004 JUN - AUG)

GUEST PROFESSOR OF COMPUTER GRAPHICS

Rzeszow School of Information Technology, Poland

 

/Skillset/

  • Programming Theory and Methodology

  • Character Rigging

  • Character FX simulation including cloth, hair, and flesh

  • Hair Grooming Theory and Practice

  • Rigid body simulations and Fracturing tools

  • Knowledge of high-level instruction, motivation, and empathetic practices

/Filmography/ 
 

1. Pacific Rim

  • Rigging and maintenance of robot Cernoblog Alpha

  • Implementation of new tetrahedral simulation techniques for underwater skin rippling on Scunner and Riju.

  • Setup and simulation of Riju tearing the skin and spilling guts.

 

2. The Avengers

  • Asset development for umbilical cables that attach aliens to chariots and carrier beast

  • Crewing tool that dynamically places aliens and cables on chariots

  • Population tool that dynamically places harnesses, aliens, and cables on carrier beast

  • Capes and alien costume simulation

 

3. Transformers 3: Dark of the Moon

  • Rigid simulations and destruction

  • Simulation of digital double costumes, hair, and “Robot Death” shots

  • Development of a new tetrahedral simulation tool for shockwave’s loader belt

 

4. Rango

  • Development of a new PyQt based character GUI system

  • Development of an animation mirror visualizer tool

  • Rigging of over 300 non-character props

  • Simulation of cloth and feather puffs

 

5. Vampires Assistant

  • Robe simulations, and Simulation/Development of “squishy heart cavity” shot

  • Development of “anim lite sim” tool

 

6. The Incredible Hulk

  • Simulation of tubes and cables based on animation

  • Development of extra skin deformations during transformation

  • Leather strap breaking setup and animation

  • Overall muscle flexing and jiggling simulations

7. Alvin and The Chipmunks

  • Research and development on the setup of silver “rockstar suits”

  • Simulation of cloth on rock star suits

  • Calculation of jiggle of muscle, fat, and skin based on movement from animation

 

8. Golden Compass

  • Simulation of multiple types and densities of fur and whiskers

  • Calculation of jiggle of muscle, fat, and skin based on movement from animation

 

9. Once Upon a Time

  • Model for Monkey character and cleanup on Hippo character.

  • Multi-resolution rig for both characters.

  • Pipeline design and management on the entire project.

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