The Chair

Glen David Miller, BFA, MFA, began his career in the early 90’s. He has worked over the years creating and supervising award-winning CGI for Steven Spielberg’s Amblin Imagining (seaQuest, Star Trek Voyager), Digital Domain (James Cameron’s Titanic), Marvel/Seban (Silver Surfer and Captain America), DNA/Nickelodeon (Jimmy Neutron), was a founder of Station X Studios (Dogma, Hunley), and continues to create for the industry as a director, cinematographer, and visual effects supervisor.

A photo of an instructor giving a lecture on the beach.

Faculty

Beverly Arce is an illustrator, designer, and Visual Development Artist who has been active in the entertainment industry for nearly a decade.

They have worked with a variety of publishers and studios in both illustration and animation. Work credits include: Disney/Marvel Animation, AGBO Films, HarperCollins publishing, Gallery Nucleus, Octopie studios, Lionsgate, and more.

They really (really) like Tolkien and re-watching 90’s anime.

Artist/Animator Mike Dietz has extensive experience as an animation director, animator, illustrator, and art director in film, television, games, and location-based entertainment, with proficiency in a variety of animation techniques including CG, stop motion, hand-drawn (both digital and pencil-on-paper), and motion graphics. Early in his career, Mike pioneered innovative animation processes that allowed hand-drawn animation to be successfully incorporated into video games and has since been a driving force on numerous projects integrating hand-drawn and hand-crafted elements into games and other interactive media. Using these techniques in conjunction with his passion for animation, Dietz set benchmarks for animation quality on such highly successful video game titles as Disney’s Aladdin, Earthworm Jim, and the stop motion animated cult classics The Neverhood, SkullMonkeys, and Armikrog. Additionally, Dietz served as director for several episodes of the award-winning stop motion animated sitcom The PJs, co-directed the short Squirly Town for Nickelodeon’s Random Cartoon Show, and animated on the stop motion productions of SpongeBob, The Legend of Boo-kini Bottom, It’s a SpongeBob Christmas! and SpongeBob and Sandy’s Country Christmas. In 2008, Mike was the animation director of the Annie Award-winning Pixar’s Ratatouille video game and was nominated for another Annie Award in 2016 for his animation on Armikrog.

Mike is currently working on a variety of projects through his company Slappy Pictures, including serving as a senior animator at Dlala Studios, contributing to the development of an as-of-yet unannounced multiple platform next-generation game project. Mike is also the co-owner and animation director of Pencil Test Studios, an independent animation production and game development studio founded in 2009 by Dietz and game industry veteran Ed Schofield. Located in Orange County, CA., the studio specializes in content creation, development, and production services for games, film, and television, capitalizing on their experience working within a wide variety of game production pipelines. The studio has collaborated on numerous successful video game franchises with high-profile clients such as Disney, Pixar, and Microsoft.

Kevin Harger is a visual development artist for film and animation, as well as an avid landscape
painter. Hailing from Texas, the dusty winds and his passion for art swept him up and dropped
him in sunny Los Angeles. From digital matte painting roles on live-action films and series, to
storyboarding for animation, and now into environment design and background painting, he has
run the gamut of illustration roles in the industry. The studios he’s had the pleasure to work
with include Rooster Teeth Animation, Netflix Animation, Warner Bros. Animation and
others. Kevin is thrilled to be teaching Digital Landscape Painting with LCAD and looking
forward to the unpredictable and challenging nature of painting outdoors.

Rustam Hasanov is an interdisciplinary artist based in Atlanta Georgia. He studied in California at the Art Center College of Design. After graduating he worked on film, TV, and animation, including clients like Laika, DreamWorks Animation, Sony, Nickelodeon and Paramount.

Fang Li worked as a 3D generalist and installation artist since 2001. Fang received her BA in media art and MFA in Claremont Graduate University. She has been involved with projects in film, games, and television. Fang experienced in a wide variety of programs. She specializes in digital sculpting, level art design, model and texture for character, environment, and prop. More recently, she expanded her background to include augmented and virtual reality. Fang has over 9 years’ experience as an educator, and mentor students for preparing careers in film and game-related industries. Fang is excited to teach in LCAD and willing to sharing her knowledge and experiences from industries and teaching with students.

Faculty – Illustration / Entertainment Design / Visual Development
Former Walt Disney Imagineer | Creative Director | Visual Storyteller

Mark Page is a seasoned concept designer, art director, and educator with over 25 years of experience in the entertainment industry. He served as a Creative Director and Senior Concept Designer at Walt Disney Imagineering for 15 years, where he led the development of immersive
attractions, themed environments, and storytelling experiences for Disney Parks and Resorts worldwide. His portfolio includes work on high- profile projects such as the Star Wars: Galactic Starcruiser, Frozen-themed retail and dining experiences, and Disney Cruise Line attractions.

In addition to his work with Disney, Mark has contributed visual development for animated series at Netflix and designed story-driven environments for VR games as a senior concept designer. He is also the founder of Mark Page Design, Inc., where he consults with studios and
brands on storytelling, design, and creative innovation, including the use of generative AI tools in the design process.

As an educator, Mark has taught workshops and guest lectured at ArtCenter College of Design and currently mentors artists in visual storytelling, digital painting, and entertainment design. His teaching emphasizes clarity in visual communication, emotional storytelling, and the practical
skills students need to succeed in competitive creative industries.

Mark holds a BFA in Illustration from the ArtCenter College of Design in Pasadena and brings a passion for nurturing artistic growth and innovation in the next generation of creative professionals.

Douglas R. Rogers is a creative designer with a wide range of experience spanning multiple disciplines of visual, graphic and entertainment design. A career that started in graphic design evolved when Doug became fascinated by the power of design in storytelling. That interest led him to an MFA in Scenic Design from the Yale University School of Drama. Since that time, Doug has worked extensively in theatrical design, animation,
television, film and location-based entertainment and on Broadway and at regional theaters.
Most recently, he has been working as a Concept Design Principal for Walt Disney Imagineering, reconceptualizing and expanding The Castle of Magical Dreams for the Hong Kong Disneyland Resort. Prior to that, he completed several Imagineering projects and attractions for the Thea Award winning Shanghai Disneyland Resort, most notably concept designing the center showpiece of the park, The Enchanted Storybook Castle,
the largest Disney castle in the world.
Doug was the Production Designer for Disney Animation’s 50th feature film the beloved classic Tangled, and Visual Development Set Designer for, The Princess and the Frog. Prior to Disney he worked on six films at DreamWorks Animation and was nominated for an Annie Award in Production Design for his work as Art Director for the Academy Award winning film Shrek. His work has been exhibited at leading museums shows and publications around the world including : The New York Metropolitan Museum of Art, The Library of Congress, The Academy of Motion Pictures Arts and Sciences, The Grammy Foundation, Hard Rock Resort and Casino Las Vegas, The Wallace Collection-London New Orleans Museum of Art, Australian Centre for the Moving Image, Beijing National Art Museum, Singapore Museum of Art and Technology, Lincoln Center for the Performing Arts, AIGA, DSVC, ITA.
Currently he is working on a live action period film for the History Channel and consulting on a project for Netflix. Doug is a proud native of Paris, Tennessee (home of the Worlds’ Biggest Fish Fry!)

My career has focused on developing and refining my skills for creating highly detailed models and textures for medical 3D illustrations and animations. I have built my skill set as an artist from a traditional foundation into a network of mentors embedded in the entertainment industry. The education I receive from them is celebrated daily within the work that I do. My ability to grow with industry standards continues to be one of my most valued assets.

With 18+ years of work experience in the medical device industry creating a variety of medical based visuals. I have a passion for maintaining and learning industry standard workflows for 3D development. I enjoy the process and development of 3D animation, illustrations and building XR optimized for the Oculus Quest. I’m proficient in figurative and scientific anatomy as well as traditional and digital execution. I have experience leading a team with building XR (Extended Reality) pipelines and scaling resources to support and service corporate XR deliverables.

Now with the opportunity LCAD is giving me to come back and teach again, I look forward to doing my part to help the students continue to grow into the dawn of their professional careers.

I’m a primarily based 3D artist with a focus on creating props and hard surface assets for the gaming and film industry. While my passion is bringing virtual worlds to life, my goal is to produce high quality assets that help to create immersive and engaging experiences for players and viewers alike. I’ve had the honor of contributing to projects at Little Bang Inc. and Normal VR!
Originally from Philadelphia, I recently moved to Orange County in my pursuit of the arts. When I’m not working, I enjoy playing cozy games, reading novels, and going on hikes in the local area!

Maria Ferreira Kercher is a visual development artist specialized in material behavior and cultural stylization for animation. She is a professional Costume Designer and an adjunct professor for LCAD Game Art and Entertainment Design programs.

Her expertise is featured in the book, “Talking Threads: Costume Design for Animation, Games, and Illustration”, through Design Studio Press.

Maria has also worked as character designer for indie games as well as illustrator for live-action films and brings specialized experience helping connect foreign cultures with an American audience through well researched costume design.

Born and raised in Brazil, she fell in love with the idea of breathing life into a fictional world and came to the U.S. to study animation. Now based in Seattle, Maria is focused on expanding her knowledge of materials and world cultures to better connect audiences to each other.

Marty Kline has been in the business of creating what no one has ever seen before since pixels were this big. As the recipient of the 2018 Lifetime Achievement Award for Illustration from his own Local 800, the Art Directors Guild, he has worked in motion pictures, television, video games and themed entertainment for over 40 years. A graduate of Carnegie Mellon and a recipient of an MS in Materials Science, he is also a graduate of Otis College of Art and Design. He is a founding member of the Visual Effects Society as well as recipient of a Ford Foundation Fellowship for the study of Fine Art Lithography.

As Senior Visual Effects Art Director for Sony Pictures Imageworks, he supervised the art of effects on Contact, Stuart Little, Spider-Man, and Beowulf. Other credits include concept illustration for Star Trek: The Motion Picture, Dune, Who Framed Roger Rabbit, Back to the Future, Parts II and III, The Flintstones, Batman Returns, Jurassic Park and Forrest Gump. He has done video game Art Direction for THQ Games and created user interface designs for Microsoft.

He was born in Brooklyn, NY. Thats significant.

He participated in EPCOT design and Fantasyland redevelopment at Walt Disney’s design group, WED Enterprises.

Published in Perspective Magazine, The Journal of the Art Directors Guild, March April 2018; Stuart Little, The Art, The Artists, and the Story Behind the Amazing Movie, 2000, Edited by Linda Sunshine, Marty Kline on Matte Painting, pp. 84-85; and https://www.awn.com/vfxworld/concept-art-and-vfx-managed-collaboration.

John Lam is an alumni of Laguna College of Art and Design where he found his passion for game art and began his roots in 3D sculpting. With a passion for creating creatures and characters, he specializes in high fidelity 3D sculpting for a variety of industry pipelines from: toys, 3D scan and game. After an internship with Blizzard Entertainment, John has gone off to do work for Toyota, Dreamworks, Funko and more.

Bernard Lee was born and raised in Southern California, graduated with a BFA in Illustration from Syracuse University and worked for a time in New York City. As a former Art Director, he has had the privilege of collaborating with countless talented illustrators on award-winning projects. He now spends his days creating illustrations for the publishing, editorial and entertainment industries, and teaching as an instructor in California. His work has been seen in annuals and shows around the world.

Brett Mitchell is an accomplished artist and designer, specializing in character design and
illustration. He is currently an Art Director in the mobile game market and an adjunct professor
in the Entertainment and Game Design programs at LCAD. Brett obtained his Bachelor of Arts
degree at LCAD in 2009 and has been a part of LCAD’s faculty for 8 years. His professional roles include concept artist and illustrator for tabletop games, trading card games, mobile apps and video game studios. He has also worked in many other facets of the game industry and uses that experience to help his students find their path as professionals.

Rodolfo Montalvo has been working as a childrens book illustrator and writer for nearly a decade and has multiple published books and several more on the way. His published works have been produced in collaboration with imprints that include Atheneum of Simon & Schuster, Viking of Penguin Random House, and Roaring Brook Press of Macmillan.

Rodolfo is currently an adjunct faculty at Laguna College of Art and Design in the Entertainment Arts and Illustration departments, and an affiliate faculty at Antioch University, Los Angeles in the Creative Writing MFA Program.

To learn more about Rodolfo and to view his illustration works go to www.rodolfomontalvo.com.

Michael Overman is an accomplished Creative Director, Art Director and Show Designer with 17 years of experience in Themed Entertainment. He is a graduate of Art Center College of Design with a BFA in Illustration with emphasis in Entertainment Design. Michael demonstrates a passion to create astounding attractions, places and experiences. He strives to lead design and champion creative, all while providing quality art direction from concept through production to installation. He has collaborated, designed, worked and installed many multi-million dollar experiences, attractions, lands and parks both domestically and internationally. He currently works for Hasbro as a Creative Manager in Location Based Entertainment. And has also worked for other Fortune 500 companies such as Walt Disney Imagineering, Universal Creative and 20th Century Fox.

Michael worked on notable projects and held roles as Art Director on “”Test Track presented by Chevrolet”” Epcot, Walt Disney World Florida. Field Art Director on “”Roaring Rapids and Challenge Trail”” Adventure Isle, Shanghai Disney Resort China. Lead Creative Designer on “”Iron Man Experience”” Tomorrowland, Hong Kong Disneyland China. Creative Director on “”Blue Sky Zone”” Genting Skyworlds, Kuala Lumpur Malaysia. Creative Director on “”Avatar: The Experience a traveling exhibit. Show Designer on “”Epic Universe”” Universal Orlando Resort, Florida scheduled to open in 2025. Michael received two Thea Awards in 2017, both for Outstanding Achievement, Theme Park: Shanghai Disneyland and Attraction: Camp Discovery, Shanghai Disneyland.

Andrew Pena is a Background Designer at Warner Brothers by day and a plein air painter the rest of the time. He paints because it keeps him sane and it’s his form of meditation. Whether it is a landscape, cityscape, or interior painting, he loves to focus on the light and shapes that give each location its feeling.

Joseph Sanabria is a Senior Concept Artist and educator working in the entertainment industry. He has worked on numerous noteworthy projects including Skullmonkeys, Fallout New Vegas, and most recently Ashes of Creation.

Josephs career spans over two decades and he has worked with a number of studios: Rockstar Games, Obsidian Entertainment, Nexon, theMill NY and Intrepid Studios. His personal work focuses on landscapes that he paints from life, aka plein air, preferably captured in traditional media, usually oil or gouache.

Andrew Dat Tran is a Laguna College of Art + Design Entertainment Design alum and works in games, film, and television. He has contributed to clients including Marvel, 343 Industries, Turtle Rock Studios, AMC Networks, Comedy Central, Adult Swim, and more. Andrew currently works as a Background Painter at Titmouse Inc., as an adjunct professor at LCAD, and as a Freelance Concept Artist and Illustrator. He loves working in Blender and Virtual Reality and is always on the lookout for new fun tools to create and play with. Andrew is passionate about technology, education, and storytelling, and is a perpetual student whos always learning.

Renae Wang is a California-based artist working in oil. Her subject matter focuses on nocturnal landscapes and non-places like gas stations, diners, and airports. Her work is characterized by exaggerated colors, vibrant artificial lights, and immersive compositions with first-person point of view. These nocturnal paintings explore the universal human condition of isolation, as well as its relationship with public spaces of transience. The viewer either becomes the one observing a solitary figure or the one being isolated.

Renae started receiving professional art training at an early age. She recently received her masters degree in Painting from Laguna College of Art and Design. Prior to that, she received a Bachelor of Fine Arts from the University of Pennsylvania in Philadelphia and had built her traditional art skills at the Pennsylvania Academy of the Fine Arts, the oldest art institution in the United States. During her graduate and undergraduate studies, Renae was granted multiple awards for her figure painting skills, which includes the Earl T. Donelson Figure Painting Award, the Susan MacDowell Eakins Figure Painting Award, the Taft Award, and the Campbell Scholarship. Her work in the Annual Student Exhibition at the Academy is collected by art connoisseurs in the Greater Philadelphia region.

“I’m Bryant Koshu, a Senior Concept Artist with a rich and diverse background in the field of concept art and design. Currently, I’m applying my expertise at Deviation Games, where I’ve been serving since April 2023. Prior to this, I had the privilege of instructing as a Hard Surface instructor at Laguna College of Art and Design, honing my skills and sharing my knowledge from September 2019.

My journey in the industry took flight at Yellow Tracksuit Entertainment back in July 2010, where I began my career as a Concept Artist, crafting ideas and bringing them to life. From there, I ventured into the realm of 2D/3D artistry at Konami Digital Entertainment, refining my craft and gaining valuable experience until August 2015.

The dynamic world of concept art called me back, leading me to Skydance Interactive, where I served as a Concept Artist from September 2016 to December 2021. During this time, I delved deep into the realm of creative visualization, contributing to exciting projects and expanding my repertoire.

My journey then led me to Imagendary Studios, where I assumed the role of Senior Hard Surface Concept Artist from December 2021 to January 2023. Here, I delved into the intricacies of hard surface design, refining my skills and pushing the boundaries of visual storytelling.

Throughout my career, I’ve remained committed to learning and growth, continuously refining my skills and exploring new horizons. My educational journey began at the Laguna College of Art and Design in 2007, where I completed my Bachelor’s degree in Concept Art in 2010. Seeking to deepen my expertise, I furthered my studies at the Concept Design Academy in 2009, honing my skills and embracing new challenges.

“Mark has been working professionally for the past 15 years, primarily in game development, with projects in film, theme park design, and illustration. He has a thorough understanding of each phase of a professional concept artist’s design process, from initial thumbnail sketching to final delivery. He aims to share and leverage his extensive experience to provide students with an incredible opportunity to achieve their goals.

His career has been driven by a deep passion for image making, immersive world-building, creative problem-solving, and collaborating with talented teams to create unforgettable player experiences that resonate with audiences worldwide.

Mark thrives in collaborative environments, working closely with art directors, level designers, engineers, and 3D artists to iterate on concepts that not only look breathtaking but also support intuitive navigation and memorable moments. His approach emphasizes promoting a seamless visual experience through strong visual communication, form follows function, efficient workflows, a strong and inclusive culture, and ensuring concepts translate effectively into production while inspiring the team.

Mark’s most notable contributions include environment concept work on the award winning God of War (2018) and God of War Ragnarök series at Santa Monica Studio, where I helped shape iconic realms such as the Lake of Nine vistas, Mountain summits, Jotunheim interiors, and various Svartalfheim and Vanaheim locations. These projects honed his ability to design visually stunning, narrative-driven environments that seamlessly integrate gameplay, lore, and emotional impact. Prior roles, including at Crystal Dynamics on Rise of the Tomb Raider, further strengthened my expertise in crafting diverse, atmospheric worlds from icy Byzantine caves to sprawling Russian hubs.

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