
VFX Technical Director
Sydney Area, Australia

VFX Technical Director
Sydney Area, Australia
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.
FX, pipeline, Houdini
(Privately Held; Motion Pictures and Film industry)
April 2010 — Present (6 months)
Happy Feet 2 - animated feature film, WIP
(Privately Held; Motion Pictures and Film industry)
June 2008 — March 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
(Motion Pictures and Film industry)
January 2008 — May 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
(Motion Pictures and Film industry)
August 2007 — November 2007 (4 months)
Houdini FX animation for some TV commercials.
(Privately Held; Animation industry)
December 2005 — July 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.
(Motion Pictures and Film industry)
May 2005 — November 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.
(Privately Held; Animation industry)
January 2005 — May 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.
(Motion Pictures and Film industry)
June 2001 — September 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
(Computer Software industry)
May 2000 — June 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.
(Privately Held; Myself Only; Motion Pictures and Film industry)
September 1999 — April 2000 (8 months)
Freelancing on smaller scale commercial projects for various clients
Assistant Camera and Focus Puller 2003 — 2004
DEUG , Transportation Engineering (Automotive Engineering) , 1996 — 1998
Houdini, VFX industry Photography, Traveling, Motorcycles, Fishing