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.
3D camera tracked in Nuke. Keys and roto used to extract the foreground. Integrated tunnel element from CG department.
3D camera tracked in Nuke. Keys and roto used to extract the foreground. Integrated element from CG department. Created sky and lightning elements.
3D camera tracked in Nuke. Keys and roto used to extract the foreground. Integrated maze element from CG department.
3D camera tracked in Nuke. Highway cleanup in Photoshop. Integrated cars and plane elements from CG department along with 2D elements.
Water surface created in Blender. Procedural scattering and animation of floating objects (free assets) on water surface. Rendered in Cycles.
Head replacement involving 2D track and green screen.
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.
Plate cleanup, ghost effect, disintegration effect including particle sims in Nuke. Tractor beam provided, glow and textures applied.
Background match moved and replaced using keys and roto. Smoke and haze for continuity. Matte painting was provided.
Nuke point cloud experiment.
3D camera track in Nuke. Blood and gore textures applied. Phone screen replaced with provided asset.
Plate cleanup and smoke/fire sim in Blender.
Plate cleanup. Fluid sims in Blender. Particle sims in Nuke. Other gore elements and textures applied.
Plate cleanup and transparency/distortion effects. Procedural ghost pattern using Blender.
3D camera tracked in Nuke. Keys and roto used to bring back foreground. Snow for continuity. Matte painting was provided.
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.
3D camera track in Nuke. Applied gore elements from provided B plate and other 2D assets.
Plate cleanup, point cloud effect in Nuke.
Plate cleanup and multiple plates stitched for actor performances. Fluid sims in Blender. Particle sims in Nuke. Other gore elements and textures applied.
3D particles in Nuke.
Camera tracked in Nuke. Integrated CG and matte paint elements.
Camera tracked in Nuke. Root geometry generated in Blender. Textures also generated in Blender. Rendered using Cycles
• 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
• 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.