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Showreel Breakdown:


00:06-00:15 - Valerian - City of a Thousand Planets - 

Full CG Shot. Used sequence HDRI, set up the rest of the shot lighting from scratch.
Hero lighting and renders for characters, environment, dust passes, spaceship and explosions. Strong optimisations and pass management to render such heavy fx passes especially as this was a trailer shot. Worked closely with Matte Painting for backgrounds. Created Mattes and AOVs, edited materials when requested. Passed all renders to Comp.

00:16-00:18 - The BFG -

Full CG Shot. Used sequence lightrig, adjusted it and added lights to suit shot, including separate animated lights for the fx “dreams”. Optimised and rendered character and fx elements, including mattes and AOVs which were delivered to the Compositing team.

00:18-00:22 -  Maze Runner - The Scorch Trials -

Live action with CG. Started with look dev for lighting, then set up lighting, lit and rendered BG, MG environment elements and FG dune to match seamlessly with the plate. Adjusted placements of layout elements to work better visually in this specific shot. Optimised for less noise and speed. Rendered fx elements including sand, rubble/debris and rags.  Renders delivered to compositing as separate layers with AOVs for shot assembly.

00:22-00:28 -  The Mandalorian - Season 01- Chapter 6

Live action with CG. 6 shots shown here. Worked as acting Lead on this sequence.
Set up lighting for the prison ship sequence and collaborated closely with Supe and team. Maintained render template and passes. Heavily optimised due to a lot of lights and reflections.
Set up lighting and rendered CG characters, env and fx with related reflection, interactive and shadow passes. Worked closely with the FX department for flamethrower look and execution. Handed all passes to comp for shot assembly.

00:28-00:30  Carnival Row - 

Full CG character over plate. Set up sequence lighting and maintained template and passes for sequence, lit and rendered CG character. Adjusted lookdev and made extra AOV passes to help with overall look of character. Worked closely with FX team to get the fx saliva to work correctly. Fine tuned lighting for this hero shot. Communicated well with comp and handed off passes for final composite.

0:30-00:33 Detective Pikachu -

Full CG character over plate. Set up sequence lighting and maintained template and passes for sequence, lit and rendered CG character to match and integrate with plate, including animated lights to help tell the story and work with plate lighting changes. Optimised heavily for fur. Passed all renders to the Comp team.

00:33-00:36 Deadpool 2 -

Live action bg plate with CG character and vehicles. Two shots shown here. Used sequence HDRI, set up rest of the shot lighting to work with plate, including custom gobos and specialized AOVs for the hummers headlights for comp. Lit, optimised and rendered character, vehicles and interaction passes. Renders delivered to compositing as separate layers for shot assembly.

00:36-00:38 Deadpool 2 -

Live action bg plate with CG character, crowd and vehicle. Used sequence HDRI, set up the rest of the shot lighting to work with plate. Heavily optimised and split into pieces due to large amounts of fx and comp requests. Multiple separate integration passes for fx and character to sit in with plate and other elements. Renders delivered to compositing as separate layers for shot assembly.

 00:38-00:42  Valerian - City of a Thousand Planets - 

Full CG Shot. Set up sequence lighting and passed off to other TDs. Hero lighting for character and environment. Worked closely with lookdev and helped test and amend her skin, lips and teeth on this shot which was then rolled out to the other sequences. Special passes and maintenance for her "glow" chromatophore effects, mattes and AOVs set up. Renders delivered to compositing.

00:42-00:52  The BFG -

Live action with CG. Small part of existing lightrig used for the environment, then adjusted to suit shot and set up character lighting from scratch to suit the mood and work with the plate. Optimised and debugged shot. Rendered character, environment, table with its contents including fx eggs, bread crumbs with mattes and layers to help with the eating of the eggs in compositing. Lighting was matched precisely to reference shot of real food on the table and with the plate footage.

00:52-00:56 Bloodshot - 

Full CG Shot. Lightrig, set up from scratch, together with my Lead to work for this sequence. Rig setup in two parts for this shot to work for the extreme close up and zoom out into mid shot. Heavy optimisation for glass and eye close up with multiple extra passes for reflection, refraction of environment, other character and fx, working closely with comp in order to line everything up, including atmos and to eliminate noise. Shot cut short for purpose of reel.

00:56-01:00 Fast & Furious 7 -

Live action with CG head and neck replacement. Set up lighting from scratch, lit and rendered for compositing. Actor's brother stood in as body actor, replaced the head with Paul Walker's Digi Double head and meticulously matched lighting to plate.

01:00-01:05 Justice League 2017 - 

Full CG Shot. Set up Sequence lightrig and passed to other TDs. Set up hero lighting and rendered characters, environment, fx, glow and god ray passes. Heavy optimisations for characters and FX close to camera. Ambient motion added to grass. Passed all renders to Comp.

 01:05-01:07 Fast & Furious 7 -

Live action with CG head and neck replacement. Lit and rendered for compositing. Meticulously matched lighting of Digi Double to plate and shot reference.

01:07-01:15 The Mandalorian - Season 01- Chapter 3

Live action with CG. Matching lighting of Heavy Mando outside with what can be seen on plate Mando inside the ship on his armour reflections.
Worked closely with FX and Matte Paint for the clouds and sky and tying the lighting into that. All renders delivered to compositing.

 01:15-01:16 Detective Pikachu

Full CG Shot. Using sequence HDRI and setting up lighting for the sequence from scratch.
Fine tuning lighting to convey the right mood on Mewtwo while still giving him shape. Setting up specialty passes and AOVs for the fx that moves through his body, giving him glowing eyes and light from his hand through atmosphere.  All renders delivered to compositing.


01:16-01:19 The Mandalorian - Season 01- Chapter 6

Live action with CG. 3 shots shown here. Worked as acting Lead on this sequence as noted above. Set up sequence lightrig. Maintained render template and passes. Heavily optimised due to a lot of lights and reflections.
Set up lighting and rendered CG characters, env and fx with related reflection, interactive and shadow passes. Animated lights and set up separate AOVs for the flashing red lights from the plate and the fx bullet blasters. Handed all passes to comp for shot assembly.

01:20-01:23 The Hobbit - Battle of The Five Armies -  

Full CG Shot. Used the sequence light rig and adjusted it to suit the shot. Lit and rendered environment as well as hero character and passed renders to compositing. Created many AOVs and Mattes necessary for water and ice interaction. Heavy optimising due to very heavy renders. Adjusted materials for optimal look. Rendered all and passed to Comp.

01:23-01:25  Alvin and the Chipmunks - Road Chip

Live action with CG. Used sequence lightrig and adjusted to suit shot and surrounding shots. Extra Aovs to integrate Theodore with the monkey and environment. Extra passes for eye highlights. Handed all passes to comp for assembly.

 01:26-01:29 Bloodshot - 

Live action with CG. Replaced Stunt doubles head with Digi Double Vin. Set up lighting from scratch. Matched lighting precisely via ref spheres though mostly from reflections and visible lights on stunt doubles head.
Special passes set up for glowing chest and eyes. All passes handed to comp for shot completion.


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