I no longer work directly on films, as I have moved into a software development role. I now work behind the scenes!
Fast 9
Pipeline supervisor. Generalist Supervisor.
Development of the environment-generalist pipeline and tool-set. “ZoneTools“.
Primarily a Houdini based tool-set focusing on creation of large scale procedural authored data sets, and bridging them into DNEG’s pipeline.
Creation of artistic tools to empower teams to create environment work to the highest standard.
Interfacing to the companies renderer, Isotropix Clarisse.
Ongoing support and development as the project matured.
At the peak of the project the tool-set was in the hands of 50+ users
Generalist supervisor. Real-time specialist.
A 360 video / VR film production.
https://www.blindsightfilm.com
My role on the project was as a generalist supervisor, and real-time content specialist.
I spearheaded the technical aspects of the test including generation of the fully digital 360, 4k stereo environments, and authoring of a custom playback application authored using Epic Games Unreal.
Content created for a custom playback application running a Vive pro VR headset.
Environment Lead working on Marvel’s Venom at Double Negative London. Life Foundation sequence.
Coming Soon!
Environment Supervisor / CG Supervisor.
Working predominantly on the city sequences for Pacific Rim 2 At Double Negative London.
Supervising the overall technical and artistic direction of the creation of the city of Mega Tokyo and others.
Creation of custom toolset for the team to use to populate cities of epic scale and technical scope.
Working closely with the VFX supervisor and the production to make sure the creation of the environments worked for the film, and were on time and on budget.
Head on over to https://vfx.pacificrimtickets.com/?vp9 to see a fantastic interactive breakdown of the work.
A breakdown video with Peter Chiang showcasing the work in Mega-Tokyo. The complexity of the cities is exposed in grey-scale layouts.
Environment lead working on the Leap of Faith sequence of Assassin’s Creed at double Negative London.
My role was taking shot plates of existing Seville from the client, and bringing them back to the dark ages.
Asset creation, layout, environment design, procedural content creation including scaffolding, construction sites and city streets.
A mix of full CG environments and plate elements.
A collection of work as lead artist and sequence supervisor on "Mad Max - Fury Road", working for the internal VFX team inside the production office.
I spearheaded pipeline, colour pipeline, I/O, and setups for artists.
Helped to run dailies, bid shots, and work closely with the films supervisors, producers and director.
Worked to pre-visualize the film before shots were moved to external vendors.
Led the finaling team to complete around 400 shots, ranging from simple clean-ups to some of the films most challenging VFX tasks.
A Short film by Sydney based writer/director James Croke.
My work on the short was FX, FX Design, RnD & shot work. As well as numerous smaller comp shots, and on set supervision.
The final film can be seen here
Work on Prometheus
Happy Feet 2 showreel.
Happy Feet 2 Showreel.
Dr.D Studios.
Grooming, surfacing, texture painting, balancing/leveling.
Lighting, key shot lighting.
Digital props, digital environments.
Comping through to final.
Shot lighting and key shot lighting.
Collection of work completed at Iloura Melborne.