
SELECTED PROJECTS
I work across multiple software and render engines, including Maya, Houdini, Karma, Arnold, RenderMan and Redshift to deliver high-quality, production-ready visuals across both USD and conventional VFX pipelines. I also work in Nuke, producing slap comps to assess lighting and deliver clean, well-integrated shots.
I build looks that feel real and hold up on screen. Using tools like Substance, I focus on material detail, shading and texture integrating a strong PBR workflow. I'm equally confident taking existing textures and manipulating it within desired render engines like Arnold, Karma etc to achieve the look and quality a production needs.
Bringing visuals to life is only part of the role. A core part of my senior experience has been building multi-shot lighting templates of varying complexity within Houdini Solaris structured around USD workflows, to be distributed across a team of artists. Pipeline-minded scenes that keeps sequences consistent, scalable, and efficient from the ground up.
Utilising ComfyUI to explore what generative tools can do when put in the hands of someone with a VFX background. Building custom workflows, experimenting with model training, and developing ControlNets with practical VFX integration in mind. It's less about the hype and more about finding where these tools genuinely add value.









