BROCK STEARNCreative Technology Leader

Résumé

I turn emerging technology into lasting organizational capability.

Creative technology leader and hands-on visual practitioner with more than 20 years of experience building products, production systems, multidisciplinary teams, and high-impact experiences. I operate across executive strategy, organizational design, pipeline development, rapid prototyping, and visual craft.

Contact BrockLinkedIn
Brock Stearn in an editorial working portrait
$26M+Business opportunity and investment supported across product and design initiatives.
30×Increase in approved weekly output after the postvis pipeline and operating model matured.
700%Growth in adoption of an immersive product built around a real customer need.
2Pending patents for previewing and mapping content onto real-world structures.
7Disciplines aligned around one product vision and commercial launch.
55+Productions across visual effects, animation, immersive media, and emerging platforms.

Leadership profile

Leader, builder, and visual practitioner.

I help organizations navigate moments when new technology has moved faster than the workflows around it. I reduce uncertainty through research and prototyping, then build the products, pipelines, roles, and review systems required to deliver reliably at scale.

My experience spans feature-film VFX, commercial CG, real-time visualization, augmented reality, product development, post visualization, AI-assisted workflows, and large-format experiential media.

Aug 2023 — PresentBurbank, CA

Sphere Entertainment Company

Lead ExoSphere Content Creator

  • Lead original, client, and live-event content for the Exosphere, translating creative ambition into repeatable workflows for a new large-scale medium.
  • Created the conceptual foundations for ExosPreviewer and ExosMapper, improving contextual review, mapping, and delivery confidence.
  • Partner across creative, production, pipeline, and engineering teams to convert discoveries into reusable systems and operating practices.
  • Delivered high-visibility work including the NHL Draft, celestial studies, leaded-light imagery, and other signature Exosphere moments.
Aug 2019 — Jul 2023Manhattan Beach, CA

Lightstorm Entertainment

Post Visualization Department Lead

  • Designed the Post Visualization operating model, production pipeline, review cadence, templates, and staffing strategy supporting Avatar 2 and Avatar 3.
  • Increased approved weekly throughput from roughly one shot to a sustained 30+, with peaks near 50, by standardizing workflows, clarifying ownership, and reducing handoff friction.
  • Led creation of Jim Cameron-approved creative targets used by Wētā FX for final visual-effects work.
  • Scaled the department from 1 to 18 specialists after the operating system made quality, onboarding, and delivery predictable.
Jul 2016 — Dec 2017Santa Monica, CA

Edmunds

Director of Immersive Technology

  • Applied Edmunds’ Agile and rapid-prototyping culture to immersive media, giving senior leadership tangible evidence of customer value and product potential before major engineering investment.
  • Prototyped in Unity on Google Tango and Microsoft HoloLens, then shifted to SceneKit as an Apple launch partner.
  • Helped drive 700% growth in use by applying emerging technology to a clear consumer problem.
  • Led Interactive 360° Pano and related product concepts representing approximately $2M in OEM revenue impact and broader advertising opportunity.
Jan 2015 — Apr 2016Sun Valley, CA

WET

Digital Futurist

  • Expanded visualization inside a multidisciplinary experiential design company through VR, AR, 360 capture, real-time graphics, and emerging display research.
  • Developed an Unreal and Houdini visualization workflow that made complex unbuilt fountain experiences easier to review and communicate.
  • Used immersive capture and executive storytelling to support approval of approximately $15M in Bellagio upgrades.
  • Elevated visualization practices through mentoring, pipeline modernization, and adoption of contemporary VFX tools.
Jan 2014 — Dec 2014New York, NY

Absolute Post

Head of Computer Graphics, U.S.

Led high-end commercial CG production, creative execution, and delivery for agency and brand clients.

2009 — 2013Glendale, CA

DreamWorks Animation

Senior Lighting / Compositing · Compositing Lead

Led visual craft and shot execution across animated feature productions.

2008–2009California

Sony Pictures Imageworks · Disney Animation · ImageMovers Digital

Senior Lighting / Compositing

2003 — 2008Los Angeles, CA

Rhythm & Hues

Lighting Lead / Artist

Leadership

What I build.

  • Multidisciplinary teams and departments
  • Product vision and emerging-technology strategy
  • Creative and technical operating systems
  • Research, rapid prototyping, and validation
  • Executive alignment and stakeholder communication
  • Mentoring and capability development

Tools and platforms

How I work.

Nuke, Maya, Arnold, Redshift, Katana, Adobe Creative Cloud, Unreal Engine, Unity, 3ds Max, and V-Ray.

AI-assisted image and video workflows, immersive visualization, augmented reality, post visualization, and large-format experiential media.

Additional work

Selected credits and intellectual property.

Feature animation and visual effects

Disney Animation · DreamWorks Animation · Sony Pictures Imageworks · ImageMovers Digital

Innovation, consulting, and independent studios

Hyperloop TT (Consulting) · Bad Robot · Moonbot Studios · Blur · Duncan Studio

Intellectual property

Two related patent applications for real-world content and visualization systems are pending.