Andras Ikladi

Andras Ikladi

VFX Technical Director

Sydney Area, Australia

Current
Past
  • FX TD at Animal Logic
  • FX TD at Mr.X Inc.
  • Freelance Houdini TD at Various commercial post production facilities
  • CG Supervisor and Pipeline Lead at Axis Animation
  • Crowd and VFX TD at Red Vision Bristol
  • FX TD at Axis Animation
  • Freelancing Cg Artist at Various post facilities (Budapest)
  • Alias|wavefront Application Engineer at Leonardo SNS
  • Freelancing Cg Artist at Various (Budapest)
Education
  • Hungarian Society of Cinematographers
  • Technical University of Budapest (BME)
Connections
307 connections
Industry
Motion Pictures and Film
Websites

Andras Ikladi’s Summary

Technical director with experience in the VFX, game cinematics and the advertising world, working in various positions from the helm to the more glorious.

Currently focusing on FX work using Houdini and Maya.

Andras Ikladi’s Specialties:

FX, pipeline, Houdini


Andras Ikladi’s Experience

  • FX TD

    Dr. D Studios

    (Privately Held; Motion Pictures and Film industry)

    April 2010Present (6 months)

    Happy Feet 2 - animated feature film, WIP

  • FX TD

    Animal Logic

    (Privately Held; Motion Pictures and Film industry)

    June 2008March 2010 (1 year 10 months)

    Legend of Guardians: The Owls of Ga'Hoole - animated feature film, WIP

    Knowing - FX look development: wall of fire, spaceship and alien energy effects. Shot work: destruction work on subway crash sequence

    Tools: Maya, PRMan, Mayaman, Nuke, inhouse distributed fluid solver and other Maya based/pipeline tools

  • FX TD

    Mr.X Inc.

    (Motion Pictures and Film industry)

    January 2008May 2008 (5 months)

    The position involved about 30% of FX asset/look development, 30% shot based FX animation and the rest shared between pipeline/renderfarm programming (Python) and some Mantra shader development.

    Death Race - Working on racing enhancement FX elements (Houdini): missile trails, strafing, ground explosions assets to be used on a large amount (70+) of shots by several users, HDA and Mantra sprite shader development.

    Max Payne - Crow flocking setup: Houdini particle setup and Renderman scene optimization. Some work for a building explosion featured in the first trailer of the movie using Maya Fluids.

    Whiteout - Tweaking a shot using the inhouse cloud rendering pipeline. Houdini support for the “snow devil” effect.

    Tools: Houdini, Maya, PRMan, Mayaman, Nuke

  • Freelance Houdini TD

    Various commercial post production facilities

    (Motion Pictures and Film industry)

    August 2007November 2007 (4 months)

    Houdini FX animation for some TV commercials.

  • CG Supervisor and Pipeline Lead

    Axis Animation

    (Privately Held; Animation industry)

    December 2005July 2007 (1 year 8 months)

    CG SUPERVISION:

    Disney/Climax - ATV PURE trailer (2007)
    Codemasters - Turning Point trailer (2007)
    Codemasters - Turning Point teaser (2007)
    Lucas Arts/Frontier - Thrillville: Off the rails cinematics (2007)
    SCEE/Ninja Theory - Heavenly Sword cinematics (2006-2007)
    Codemasters - CMR Dirt trailer (2006)*
    Lucas Arts/Frotier - Thrillville cinematics (2006)
    Sega - Sega Rally E3 2006 trailer (2006)

    Saatch&Saatchi/Fred Films - Renault Clio “Animals” commercial (2007)
    Saatchi&Saatchi/Sherbet - Nestlé Cheerios “Happiness Runs” (2006)
    TBWA London - Sony “24″ (2006)
    Pace Media - Look4aProperty.com “Crab” (2006)* commercial
    The Bridge - Thistle Centre (2006)* commercial

    Supervising the technical aspects of 15-30 people productions with a duration of 1-6 months.

    Providing production with support and detailed understanding of the project by providing breakdowns, schedules...etc

    Evaluating project pipeline and resource requirements in an early stage, working with TDs, IT and the CTO to address them (network infrastructure, renderfarm, workstations and DCC software systems).

    Technical shot work (FX, crowds...etc)


    PIPELINE:

    Initial take on solidifying the pipeline (storage, naming conventions, structure, documentation).

    

Building and administrating a 130 CPU Maya/PRMan/Mantra renderfarm (redesign/cleanup of processes, performance monitoring).

    Leading character rigging R&D.

    Designing and building the core Maya->Houdini and Mantra based pipeline:

    - Maya to Houdini conversion tools (geometry, vertex cache, camera, various animation data exchange tools/formats...etc)

    - Houdini asset pipeline: asset templates for various elements, asset management and versioning, addressing rendertime scalability of large sets

    - Renderfarm integration for Mantra rendering, geometry generation and initial simulation jobs.

  • Crowd and VFX TD

    Red Vision Bristol

    (Motion Pictures and Film industry)

    May 2005November 2005 (7 months)

    National Geographic/BBC - Perfect Shark (2006)
    National Geographic/BBC - Killer Ants (2005)
    BBC Natural History Unit - Barbarians (2005)
    Icon Films/Animal Planet - Paranormal Pigeons (2005)

    Creating realistic and stylised creatures, modelling, rigging, motion capture data handling, animation, live action integration, crowd simulation and effect animation using Maya, Mayaman, PRMan, Combustion, Boujou/3D Equalizer and Red Legion.

    Customizing Red Legion (Red Vision’s proprietary crowd simulation engine): providing R&D with production feedback about both the simulation and rendering (PRMan DSOs and shaders) components and implementation of new features.

    On set supervision on small to medium scale projects (up to 3 weeks of shooting): previz, blue/green/black screen sets,
    lighting data and matchmoving/motion control supervision and motion control data importer development.

    Planning, budgeting, building and running small scale (6 workstations and 10 render nodes) post production infrastructure
    extension. Setting up and administrating additional Windows file-, mail-, domain- and license-servers, workstations,
    renderfarm and networking infrastructure.

  • FX TD

    Axis Animation

    (Privately Held; Animation industry)

    January 2005May 2005 (5 months)

    SCEE/Guerilla Games - Killzone2 E3 2005 teaser (2005)

    Leading and supporting a small team of Maya/Lightwave effect animators to establish various shots involving hand animated and simulated natural phenomena (open water surface, fire, dust, cloudscape), explosions, vehicle rigging, cloth simulation…etc.

    Implementing and executing workflow to convert a large amount of complex scenes from Maya to Lightwave for rendering. Writing MEL scripts to solve daily production issues and shot specific problems.

    Setting up and running a temporary 15 CPU renderfarm for mental ray for volumetric effects rendering.

  • Freelancing Cg Artist

    Various post facilities (Budapest)

    (Motion Pictures and Film industry)

    June 2001September 2004 (3 years 4 months)

    Freelancing on various commercial projects.

    Studios: Focus Fox, Droidworx (co-owner), KGB Studio
    Clients: Vodafone, Renault, Danone, Tesco, Jagermeister, T-Mobile, VIVA...etc
    Agencies: Young&Rubicam, EuroRSCG, BBDO, Grey, Lovelintas GGK, Leo Burnett…etc
    Tools: Maya, XSI, PRMan, Entropy, MayaMan, Digital Fusion, After Effects

  • Alias|wavefront Application Engineer

    Leonardo SNS

    (Computer Software industry)

    May 2000June 2001 (1 year 2 months)

    Organizing, planning and teaching Maya courses ranging from introduction to pro level, training about 40 people for a game production company switching pipeline to Maya.

    Maintaining customer relationships, bug/feature tracking, onsite and phone technical support.

  • Freelancing Cg Artist

    Various (Budapest)

    (Privately Held; Myself Only; Motion Pictures and Film industry)

    September 1999April 2000 (8 months)

    Freelancing on smaller scale commercial projects for various clients


Andras Ikladi’s Education

  • Hungarian Society of Cinematographers

    Assistant Camera and Focus Puller 20032004

    Activities and Societies:
    General Assistant camera theoretical and practical training
  • Technical University of Budapest (BME)

    DEUG , Transportation Engineering (Automotive Engineering) , 19961998


Additional Information

Andras Ikladi’s Websites:

Andras Ikladi’s Interests:

Houdini, VFX industry Photography, Traveling, Motorcycles, Fishing


Andras Ikladi’s Contact Settings

Interested In:

  • career opportunities
  • consulting offers
  • new ventures
  • job inquiries
  • expertise requests
  • business deals
  • reference requests
  • getting back in touch

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