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Shot Descriptions

Condor

Camera and object track in Blender. Glass and door collision geometry modelled in Blender. Rigid body sim and particles for shatter effect. Rendered using Cycles, integrated in Nuke.

Most Dangerous Game

3D camera tracked in Nuke. Keys and roto used to extract the foreground. Integrated tunnel element from CG department.

The Expanse

3D camera tracked in Nuke. Keys and roto used to extract the foreground. Integrated element from CG department. Created sky and lightning elements.

Nightflyers

3D camera tracked in Nuke. Keys and roto used to extract the foreground. Integrated maze element from CG department.

Y The Last Man

3D camera tracked in Nuke. Highway cleanup in Photoshop. Integrated cars and plane elements from CG department along with 2D elements.

Look dev

Water surface created in Blender. Procedural scattering and animation of floating objects (free assets) on water surface. Rendered in Cycles.

What We Do In The Shadows

Head replacement involving 2D track and green screen.

What We Do In The Shadows

3D head track using keen tools on doll and actor. Texture extraction and cleanup onto head geometry. Trasferred animation between doll and actor's head.

What We Do In The Shadows

Plate cleanup, ghost effect, disintegration effect including particle sims in Nuke. Tractor beam provided, glow and textures applied.

Vikings

Background match moved and replaced using keys and roto. Smoke and haze for continuity. Matte painting was provided.

Look dev

Nuke point cloud experiment.

Sweetness

3D camera track in Nuke. Blood and gore textures applied. Phone screen replaced with provided asset.

What We Do In The Shadows

Plate cleanup and smoke/fire sim in Blender.

What We Do In The Shadows

Plate cleanup. Fluid sims in Blender. Particle sims in Nuke. Other gore elements and textures applied.

What We Do In The Shadows

Plate cleanup and transparency/distortion effects. Procedural ghost pattern using Blender.

Vikings

3D camera tracked in Nuke. Keys and roto used to bring back foreground. Snow for continuity. Matte painting was provided.

Locke & Key

Stitched two plates, one on stage, the other in the theatre. 3D camera tracks. Camera alignment and stitching. Extracted projections from plate and reprojected onto geometry to enable parallax from new point of view.

From

3D camera track in Nuke. Applied gore elements from provided B plate and other 2D assets.

Look dev (Locke & Key)

Plate cleanup, point cloud effect in Nuke.

What We Do In The Shadows

Plate cleanup and multiple plates stitched for actor performances. Fluid sims in Blender. Particle sims in Nuke. Other gore elements and textures applied.

Altered Carbon

3D particles in Nuke.

The Expanse

Camera tracked in Nuke. Integrated CG and matte paint elements.

Great Salt Lake

Camera tracked in Nuke. Root geometry generated in Blender. Textures also generated in Blender. Rendered using Cycles

Primary Skills

• basic comp: roto, keying, tracking, color correction, element integration
• advanced comp: camera tracking, 3D projections, smart vectors, procedural elements and textures, expressions,
gizmo creation
• strong knowledge of cinematography including lighting, cameras and lenses, as well as compression formats and
color spaces

Secondary Skills

• modeling, texturing, lighting, rendering in Blender and Cycles
• rigid body, soft body, fluid, particle and smoke simulations in Blender
• basic color grading and conforming in Davinci Resolve
• cleanup, set extention and matte painting in Photoshop
• python knowledge to automate tasks, create tools and UI elements

Education
Radio and Television, Bachelor of Arts - Ryerson - 2011
Visual Effects for Film and Television, Diploma- Seneca - 2015

Awards
Nominated for Outstanding Visual Effects in a Supporting Role
2017 Primetime Emmy Awards - The Handmaid's Tale (Birth Day)

Credits
please visit imdb.com


My interest in creating images began with still photography. From film to digital, studio to location, it was a challenge to capture the world inside a frame. Editing and stitching images together came naturally as a way to push beyond what is possible in the real world, much like visual effects. While my core skillset is compositing, throughout various projects I've tried to slowly work outside my comfort zone. Along the way I've explored modeling, lighting and rendering as well as more technical aspects of visual effects such as gizmo creation and animating tasks through python. Regardless of what I'm working on, I believe planning, communication as well as strict quality control are key aspects of making a project successful and ultimately enjoyable. When not working on images I enjoy cycling, music and motorsport.