About SP Effects

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Our Authors

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Todd Palamar

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Todd Palamar began his career creating traditional special effects for low budget horror movies. Self-taught and passionate about stop motion animation, he quickly gravitated to computer animation. After working on numerous straight-to-video movies, he switched gears and entered the video game industry.

Todd's first game release was Behind Enemy Lines, a coin operated arcade game for Sega of Japan. His next "shipped" title was the Die Hard 2 Trilogy, followed by Dukes of Hazard, Trophy Buck 2, and Trophy Bear.

Todd spent the next 6 years teaching at Full Sail in Winter Park, FL. While there, he won the honor of "Outstanding Educator" for two consecutive years, and was nominated twice for the prestigious Top Gun Award.

During his career, he authored a technical manual titled Maya Feature Creature Creations published by Charles River Media. Todd has extensive freelance experience, which includes dozens of military and game style simulations, corporate commercials, and theme park rides, including bug crawling effects for Universals Studios Revenge of the Mummy.

Todd's latest authoring endeavor, is a second technical manual on Autodesk Maya, Maya Cloth for Characters, due out later this year. Currently he heads up production efforts on the all CG horror film, Human Food.

Chris Green

Chris Green

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Christopher Green started his career as a special make-up effects artist. Working on several television and theme park related projects for Universal Studios in Orlando FL. Later, his work shifted to pure sculpture. He created several large fiberglass sculptures for numerous clients, including characters for Universal Studios Islands of Adventure Theme Park, Seuss Landings.

Chris also headed up the restoration project of MGM Studios, Star Tours Tattooine Traders Gift Shop, as Head Scenic Artist. His best known sculpture to date may very well be the enormous skull and sword 3-d logo for the Tampa Bay Buccaneers Raymond-James Stadium Pirate Ship, seen while viewing any Buccaneers home game. Chris also has extensive experience sculpting maquettes for action figure designs.

After working as a sculptor for over six years, Chris shifted gears for the last time to work as a Computer Generated Artist. Here, he could bring all his traditional art skills to the table and CG sculptures to life. As a CG artist, Chris has worked on virtual reality simulations and taught computer animation and pre-production at Full Sail Real World Education. He worked there for two years as an Associate Course Director. Currently, Chris works as a Modeler and Texture artist in Chicago, Illinois and has authored a book on character design and pre-production called Creature Concepts: A Look into Pre-Production Design.