With over 24 years of dedicated experience in the VFX industry, I’ve held diverse roles at esteemed studios such as Lucasfilm and Weta Digital. My contributions have graced numerous AAA feature films, including iconic titles like Star Wars, The Avengers, and The Hobbit. Throughout my journey, I’ve cultivated a deep understanding of the intricacies spanning the entire movie-making process, from pre-production to post-production. Dedicated to delivering high-quality work and contributing positively to team dynamics.
For over 24 years, I've thrived as a VFX 3D Generalist, gaining extensive experience across a diverse range of fields. My journey has encompassed work in camera, layout, modeling, rigging, animation, shading, lighting, FX, crowd simulation, rendering, compositing, VFX supervision, pipeline development, R&D, and real-time graphics.
I've been immersed in programming since my introduction to the ZX Spectrum nearly 40 years ago. Over time, I've delved into various programming languages, but Python has emerged as my primary tool of choice. Its seamless integration across a wide array of graphics applications, from Maya to Nuke to Houdini, has been invaluable. With Python, I not only enhance existing toolsets within these applications but also optimize workflows, ensuring greater efficiency and smoother data exchange between them
Experience: 5 - 10 years
While I predominantly utilize Houdini for FX tasks, it has become my preferred tool across various other aspects as well. During my time at ILM, I was specifically assigned to employ Houdini for crowd simulation in the submarine battle scenes.
Experience: 10+ years
In past movie productions I've been involved in, animation was a regular part of my role. Maya was often the preferred software for this task, although I'm also well-versed in a variety of other tools suited for animation.
Experience: 10+ years
My primary 3D tool for an extensive period was Autodesk Maya, but it was eventually supplanted by Houdini. Despite this shift, there are still a few tasks in which I find Maya to be more efficient.
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