My EXPERIENCE
Software and Skills
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During my degree, I actively involved myself in producing projects. I seized every chance to gain practical experience in this field. As a result, I successfully served as a producer for two projects and also directed one. This experience has given me a solid grasp of the entire pipeline process involved in creating animated films.
Through my experiences, I have enhanced my organizational ability as a producer. I am skilled in setting deadlines, creating Gantt Charts, and managing timelines to efficiently allocate resources and deliver milestones on time. Additionally, I excel in handling project logistics, organizing team meetings, and facilitating productive discussions. Working with people has been the most important skill I have developed as a producer.
I excel at managing and motivating diverse individuals, building strong team relationships, fostering open communication, resolving conflicts, and maintaining a harmonious work atmosphere. In addition, I have expanded my skillset in project management, resource allocation, teamwork, and understanding the animated film pipeline process. These experiences have prepared me to confidently contribute to any team or production.
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I have extensive experience with a multitude of 3D programs, including but not limited to 3DS MAX, Maya, Blender, Substance, Quixel and Unreal Engine. These software applications have been instrumental in my ability to bring digital creations to life, allowing me to push my boundaries of creativity.
I am skilled in generalist and asset creation for VFX compositing. Whether it's integrating 3D elements into live-action footage or enhancing the environment with digital elements, I strive for realism. Additionally, I am constantly learning, and I stay updated with the latest industry trends, ensuring that my work is of the highest standard within the given timeframe.
My specialize in environment design, cinematic composition, and set-dressing. I have a keen eye for detail, and I strive to bring life and believability to every pixel. Using the powerful tools available in Unreal Engine, alongside Quixel and self-made MegaScans, I am able to craft captivating experiences that transport the audience to breathtaking realms. Whether it's designing a post-apocalyptic wasteland or a snowy mountain peak, I pride myself on creating environments that not only look visually stunning but also serve as integral components in driving the narrative forward.
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I have developed an extensive knowledge and expertise in the Adobe Suite, which has been a vital tool in my creative endeavors. Over the course of six-plus years, I have dedicated myself to mastering various components within the suite, including After Effects, Photoshop, Premiere Pro, and Adobe Express. My strong understanding and proficiency in each of these powerful software applications has allowed me to create engaging content across multiple platforms.
Blender
Maya
After Effects
Nuke
Teams
Abode Express
ShotGrid
Quixel
Premiere Pro
Photoshop
Substance Suite
MOTIONBUILDER
My Projects
NEXT TO ME
Next To Me is an endearing 7 minute short animated film created by the talented students of the QUT Creative Industries Animation Studio Situated Creative Practice Student Projects (SCP). As a Producer on this project, my responsibility was crucial in ensuring its success. I diligently worked towards setting deadlines and creating comprehensive Gantt Charts, effectively organizing and coordinating the diverse members of our team. Through my involvement in this production, my understanding of the animation pipeline expanded significantly, while my collaborative skills flourished. I also worked as one of the main Unreal Engine Layout Artist for the characters, effects, lighting and animation for over 60 shots within the film; I took pride in ensuring the work was of the highest quality possible. This experience has undoubtedly been a valuable stepping stone in my journey as a creative.
Dying Light inspired FOUND FOOTAGE
My solo-made project demonstrates my knowledge and proficiency in Unreal Engine. From leveraging the VCAM feature to enhance the visual storytelling, to seamlessly retargeting animation onto a MetaHuman character for lifelike movements, to achieving a captivating body-cam styled perspective for an immersive experience, and even creating a captivatingly gritty atmosphere within a meticulously designed world, this project exemplifies my expertise in utilizing the full spectrum of Unreal Engine's capabilities.
GROK THE CAVEMAN
Grok The Cave Man is a solo-made project. With the timeline of pitch to render being 6 weeks I felt I was able to really push myself with this project. Having still been relatively novice with UE at this point, this project opened my understanding to the program and workflow of Unreal Engine in many ways. My particular take aways from this project was my learning of AI powered home-made motion-capture. With every shot using a form of motion-capture, and the cleanup being an extensive process which took around a week, I was quite happy with my results. It taught me a lot about blending multiple programs within a pipeline to create a desired outcome, and expanded my knowledge of motion-capture, cleanup, and some of the newer AI tools available.
Mt. Sekai
Mt. Sekai acts as my starting point with Unreal Engine. Prior to this project I had only really used the basic tools of Unreal Engine. This project saw us using the Vicon Motion Capture equipment, from Motion-Capture recording to retargeting the Data through MotionBuilder, all the way to importing and retargeting to MetaHumans. The project was over a six week time frame and was the foundation of my knowledge in UE; looking back there are many things I would change now, but considering it was my first time making a short film with the program I was very pleased with the learnings I was able to take away from this project. I acted as the director of the project, which was another important stepping stone as the managerial duties differed greatly from my previous experience with leading a 2D project. I learnt much about the 3D Pipeline and it gave me a detailed insight into the intricacies of a larger collaborative project, especially in working with a team of shared-disciplined team-members, as only half the team was in the animation major.
Collaborative Animatic
This project was a highly collaborative animatic, where our team set out with a clear goal in mind: to develop an engaging and captivating story while creating an animatic that could seamlessly transition into the animation department as a helpful reference. Spanning a challenging but rewarding 8-week timeline, I was privileged to take on the dual roles of Producer and Lead Motion Graphic Animator. This meant working closely with the director to establish an efficient workflow, assigning tasks to team members, and overseeing the overall progress to ensure that each step was executed with precision and creativity. By combining our collective expertise and passion, we were able to bring this animatic to life and clearly convey the story involved..