VFX Supervisor – Multiple Projects

Was initially brought on to supervise a film project but due to production timetables shifted to setting up the VR services at Milk. Supervised their first few projects and took them through the initial talks with clients and investors on various strategies and solutions for various project types. The first few projects I looked after

Lead R&D Engineer – Site Rendering Technology

Was the lead (and often sole) R&D developer for all core Houdini lighting and shading at the company for the last two years. Part of core R&D department working on rendering technology, shader library development and artist tools for Houdini and Mantra for use on all shows. Wrote and maintained all of the light rig

R&D Engineer – VR/AR Research

Designed a VR solution for viewing content based on capture and playback of a mix of light field and deep rendered data. Unfortunately due to the secretive nature of the work I can’t say too much about it. The implementation is similar to Paul Debevec’s Light Field work with OToy found here.. Light Field Capture

Rendering R&D – In The Heart Of The Sea

Was the core lead R&D shader and lighting developer for the show, responsible for : Ocean surface and close water shader development Light shaders and tools development Surface displace and FX blending tools A custom pathtracer written for high water shot volume A rigid body and FX interaction toolset and masking framework.

Rendering R&D – Interstellar

Was the core lead Houdini R&D developer for the show, responsible for : DNGR Team Renderer development, part of the team for integration of Kip Thorne’s wormhole mathematics to create a relativistic pathtracer. Light shaders and tools development Volume shaders with a novel level set rendering method for massive geometry data sets A custom pathtracer

Senior Lighting TD – Thor : The Dark World

Came onto the show as a senior lighting TD but ended up taking on a number of roles. Shot a 32bit texture pipe on location and painted all the textures for the Greenwich ship to water touchdown sequence. Fluid FX for for some shots (whitewater sims) Developed a POP based whitewater solver to avoid DOP

Lighting TD – The Hobbit : An Unexpected Journey

Joined Weta to help finish off the Hobbit, was a lovely crew to work with! Lit a number of shots around the destruction of Erebor and the town of Dale Did a bunch of environmental layout and design for the above Creating lighting rigs for other lighters to use for lighting the town of Dale

Senior Lighter – Gravity

Originally came on as a senior lighter but as is often the case took on more roles, there are some lovely people at Framestore. Lit a number of shots, primarily during the ‘goodbye’ sequence where Clooney pikes out and parts of the ISS destruction. Most of the promotional shots for the film. Lookdev’d all the

Sequence Lead – World War Z

I was the lead for the Philadelphia sequence of World War Z at Cinesite. The sequence consisted mainly of open environmental work with street scenes with packed traffic and crowd work with digi zombies chasing predominantly real people. Mentored the team in setting up the pipelines Advised the shader R&D department on optimal methods for