PROJECT HIGHLIGHTS
PROJECT HIGHLIGHTS
Sculpt, retopology, UVs, texturing, lookdev and render — full production pipeline from anatomy study to final character.
Full character pipeline from ZBrush high-poly sculpt through retopo, UV layout, Substance Painter texturing with Roman bronze and leather materials, rendered in Arnold with arena lighting.

Hero modelling and texturing piece. High-detail leg sculpt with full texture breakdown in Substance Painter.

Full robot character — hard-surface modelling, Substance Painter lookdev, and final render in Arnold.
Houdini Vellum cloth simulation — denim tear with fraying strands, POP grain threads, and full Karma lookdev.
A found footage horror short built entirely in CG and comp. For the nightvision sequences we referenced real Sony Handycam IR footage to study how NightShot actually behaves — the bloom and overexposure as the sensor adjusts, the green channel push, scan lines, and IR grain clustering. All recreated in Nuke. I was responsible for the leg model, the cloth and blood sim, comp for shot 1 and 2, and also my part of the USD pipeline and Solaris setup.
Bowling alley FX shot — Blender simulation, environment build, and lighting for a full FX sequence.
Nuke compositing — CG integration, roto, grade, plate work, camera tracking.
Bear creature reveal from the group short HOST. Broken plate fixes, roto, grade, and night vision treatment across Nuke and After Effects — rebuilding the image to control mood, colour, and exactly when the audience feels the creature's presence.
Tension close-up from the group short HOST. Plate fixes, Z-depth passes, and cryptomatte workflows in Nuke and After Effects — using depth and mattes to balance plate repair, creature integration, and tension so the audience only gradually feels the creature's presence.
CG plane crash composited into drone footage. Match move, roto, CG integration, matte painting, sign replacement, and grade in Nuke.
Freelance and industry work — client briefs, product visualisation, and studio placements.
Blender simulation of a house exploding — a remake of the intro to Blink Ink's Don't Hug Me I'm Scared, made during a runner placement at Blink Ink.

Freelance work for Drink Angel, a brand focused on drink-spiking safety products. Modelled a 1:1 replica of their keychain test kit with product renders and an advert of the capsules toppling like dominoes to reveal the strips.