MARK KRENTZ
CG SUPERVISOR | SENIOR ASSET & ENVIRONMENT ARTIST
Toronto, Ontario, Canada
416-571-5680 · mark.krentz@gmail.com
mark-krentz.com · LinkedIn
Canadian & U.S. Citizen
PROFILE
CG Supervisor and senior VFX artist with 25+ years of experience across feature film, episodic television, animation, commercials, and immersive media.
Extensive background in asset and environment creation, modeling, look development, set dressing, CG supervision, and production problem-solving. Combines strong artistic and design fundamentals with hands-on technical experience and a practical understanding of production pipelines.
Current focus includes asset and environment workflows using Maya, Houdini, Unreal Engine, USD/Solaris, and procedural production techniques.
CORE SKILLS
CG Supervision · Assets & Environments · Modeling · Set Dressing · Sculpting · Procedural Workflows · USD / Solaris · Pipeline Development · Artist Mentoring · Technical Problem Solving
Software: Maya · Houdini · Unreal Engine · ZBrush · Mari · Substance Painter · Photoshop · Katana · Nuke · RenderMan · Karma · Arnold · SpeedTree · AutoCAD
PROFESSIONAL EXPERIENCE
SPIN VFX — Toronto
CG Supervisor | 2017–Present
Provide creative and technical supervision for CG work across episodic and feature-film productions.
Guide artists across assets, environments, modeling, look development, lighting, and shot production while maintaining quality and consistency.
Remain hands-on with asset and environment development, troubleshooting, workflow design, and emerging Houdini, Unreal Engine, and USD-based production techniques.
CBS / STREAK PRODUCTIONS — Toronto
Senior Modeler | 2016–2017
Modeled Federation spacecraft and hard-surface assets for Star Trek: Discovery.
ARC PRODUCTIONS — Toronto
Asset Supervisor | 2016
Managed internal and freelance asset production for Sony Pictures Animation’s The Star.
Provided technical asset quality control for Disney Television Animation’s Elena of Avalor.
MPC · JAMM VFX · MIRADA STUDIOS · DUNCAN STUDIO — Los Angeles
Senior Modeler / Hard-Surface Modeler | 2015–2016
Selected work included:
VR assets for Ridley Scott’s The Martian.
Modeling and set dressing for Call of Duty: Black Ops.
Hero vehicle, robot, environment, and development assets for commercial, VR, and animation projects.
RGH ENTERTAINMENT — Los Angeles
Senior Modeler & Texture TD | 2013–2015
Created high-resolution environments and assets for large-format immersive productions.
Built previs environments for layout and camera development.
Researched production techniques for creating historical and contemporary environments.
SONY PICTURES IMAGEWORKS — Los Angeles
Model Supervisor | 2002–2013
Model Supervisor on Hotel Transylvania and Beowulf; Model Lead on G-Force and Monster House.
Supervised artists and coordinated modeling work with Sony’s satellite team in Chennai, India.
Collaborated with pipeline teams to test proprietary asset and assembly tools and participated in Sony’s Modeling Council.
Developed training material, lectured IPAX students, and cross-trained in lighting and compositing.
EARLIER EXPERIENCE
Aaron Sims Company — Senior Modeler
Created digital design and environment models for Zack Snyder’s Sucker Punch.
Scenery West — Digital & Practical Modeler / Draftsman | 1998–2002
Created digital models, technical drawings, CNC fabrication data, practical models, and themed installations for entertainment productions.
EDUCATION
California Institute of the Arts
BFA, Set Design for Theater · Animation Studies
Gnomon School of Visual Effects
Certificate in Animation, Rigging, Character Skinning
ArtCenter College of Design
Certificate in Painting
Red River College
Honours Graduate, Architectural Drafting