
PROJECTS

ETERNAL FALLS
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Created FX for a 2km waterfall scene, divided into 17 segments with adaptive resolution scaling based on distance to maximize efficiency.
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Performed 300+ iterations to refine FX.
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Completed fx shading and rendering in Karma, delivering high-quality visuals in a complex, data-intensive project.
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Developed bridge model, along with smaller environmental simulations (campfires, flags, Monchs).

FINAL COUNTDOWN
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Responsible for all FX, environment, layout, animation, lighting,
shading, cameras, and rendering in Houdini Solaris for a large-scale
sandstorm and rocket launch sequence. FX Included: -
Created a multi-segment sandstorm (9 sections) for RAM
optimization and faster iterations. -
Rocket thrusters and cooling fluid bursts: Both used two iterations of
one direction that were then copied and instanced to create a highresolution
surrounding simulation, without running out of RAM. -
Evaporating liquid oxygen: Simulated at high speed and then continued
slowly from a checkpoint to avoid long preroll times.

THE TRAVELER
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Responsible for all CG aspects.
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Developed procedural interior and COPs based textures.
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Created screen and water FX.
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Rendered and Shaded using RenderMan in Solaris.

BEACH WEATHER
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Created water FX with dynamic sand interaction.
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Built a controllable hero wave tool for art-directable wave shapes.
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Rendered FX using Houdini's Karma renderer.
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Created a custom meshing tool to resolve flickering caused by Houdini's default meshing workflow.

JURASIC JUNGLE
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Created slicing geometry based on bark curvature to procedurally fracture thin areas
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Used a weight map to deform base geometry based on proximity to the raptor's feet, transferring that movement onto the fractured stump