VFX Artist with 4+ years of experience working in Film/TV, Animation, Live Events/Attractions, and Real Time for games.
Using Niagra particle systems, Unreal Material Nodes, Substance Designer, and custom meshes for real-time, readable and optimized VFX in Unreal Engine.
Created procedural tools in Blender and Houdini to have a reusable toolkit that can be iterated on when necessary.
Leading R&D efforts on using Houdini Engine as well as Unreal tools like Fluid Ninja and Fluid Flux to create realistic procedural environments, materials, and high fidelity VFX for Unreal Engine
Creating VFX for VR/AR games on meta quest platform with an emphasis on optmization without sacrificing quality.
Compositing and creating CGI for multiple shots using Blender on stop motion network television shows. Mostly Smoke, Fire, and Water.
Took on multiple projects at once on a tight deadline with a daily quota. Extreme time management and quick turnarounds.
Voluntarily organized leading a quick and smooth switching of computer systems from Mac to PC during a transitional period from in-office to work-from-home during head of COVID-19.
beats.
Worked closely with VFX Supervisor to maintain the desired technical
specs and workflow throughout the project.
Compositing and creating 3D FX on a tight deadline for multiple music videos with different art directions.
Responsible for creating complex 3D smoke sims for a final look that would be used and coordinated with all other artists to stay consistent across the entire music video.