Led Lighting, Look Development, and Rendering for this collaborative project between Harbor Pictures and SCAD during the Winter 2025 quarter. Executed all tasks, except for modeling, in Houdini and rendered using Karma CPU.

Particle disintegration effect using pyro source spread, clipped geometry and procedurally built shaders. Effective use of POP forces and other DOP practices. Simulated in Houdini, rendered in Redshift, and composited in Nuke.

Project consisted of analyzing a complex lighting environment using HDR photography and the overall clean plate. Created an RBD simulation to simulate physical movement of an object through light and shadow. Project built in Maya and Houdini, rendered in Arnold, and composited in Nuke.

Full tornado simulation including RBD fracture and POP debris. Built using a controlled point cloud in VOPs and VEX, the sparse pyro solver, and turbulent/disturbance forces. Simulated fully in Houdini, rendered in Redshift, and composited in Nuke.

Procedurally created and animated kinetic wooden automaton. Done using Houdini expression, vex, and other procedural practices. Rendered using Redshift.

Complex project requiring manipulation of a static objects in a moving plate. Required proper lighting, shading, and camera projections to match original clean plate. Compiled render layers in Maya, rendered in Arnold, tracked and composited in Nuke.

Created a complex rock shader based on reference, incorporating both transmission and translucency. Developed a physically accurate material, adjusting parameters to simulate the light behavior within the rock. The focus was on replicating the natural characteristics of the reference, paying close attention to subsurface scattering and how light passes through the material. Plate was tracked in SynthEyes, rendered in Arnold, composited in Nuke.

Wind Turbine destruction using RBD material fracture, controlled glue constraints, debris emission, and pyro. All simulation done inside of DOPs. Simulated in Houdini, rendered in Redshift, and composited in Nuke.

Completely modeled and textured Star Wars 74-Z Speeder Bike. Modeled in Maya, textured in Substance Painter, rendered in Redshift.

Team project with a group of four, with a focus in VFX Supervision. Responsible for tracking, lighting, compositing, and some animation for this project. Project made using Maya, Substance Painter, Nuke, and Arnold rendering.

Procedurally made scene, resembling Ollivander’s Wand Shop from Harry Potter. Done using For-Each/Scatter variation, rand(), RBD simulations, and various textures. Rendered within Houdini Redshift Render Engine.

CG Recreation of Shawshank Redemption scene. All aspects done within Maya and rendered in Arnold.

Procedurally made apartment building done within' Houdini. There are top level parameters giving the artist complete control over the building including width, height, and depth.

Compositing practice that had an array of challenges including 3D tracking, Matte Painting, GS Keying, and Color Correction. Assets provided by Peter Timberlake.

Succulent plant shader practice. Textured/Rendered in Houdini. Shaders made entirely from rsOSL (Redshift Open Shading Language).

Compositing practice for a SCAD Senior Thesis Film. Required heavy tracking, clean-up, and color correction for each arcade machine.

Live action integration and lighting practice done within Maya. Real vs Fake. Rendered in Arnold and composited in Nuke

ZIL-157 Russian Firetruck. Made using Maya, Substance Painter, and Arnold rendering. First project done in 3D.

Fully animated matte painting done within Nuke. Explored 3D sides of Nuke, projections, and volume rays. Assets provided by Florian Girardot.



Compositing practice within After Effects. The Flash series made me want to be a VFX artist. All audio and inspiration belongs to the CW and DC entertainment.