Being quite busy at work I will more likely update my showreel once I find some spare time :)

| Position | Senior FX Td |
| Company | Weta Digital |
| Tasks | coming soon… |

| Position | Senior FX Td |
| Company | Weta Digital |
| Tasks | Underwater fluids, blood spurts setup |

| Position | Lead FX Sequence |
| Company | Weta Digital |
| Tasks | Sand sim, fluid sim, water sim, foam and bubbles sim along with rendering. |

| Position | Senior FX Td |
| Company | Weta Digital |
| Tasks | Sand sim, dust sim |

| Position | Senior FX Td |
| Company | Animal Logic |
| Tasks | Fleck fields effects, RSL shading, MEL scripts |

| Position | Senior FX Td |
| Company | Moving Picture Company |
| Tasks | sand storm research using Flowline. |

| Position | Senior FX Td |
| Company | Moving Picture Company |
| Tasks | Underwater explosions using Flowline. |

| Position | Lead FX Td |
| Company | Duran/Duboi |
| Tasks | Development instancer/dso, MEL scripts setup, dusts, etc… |

| Position | Lead FX Td |
| Company | Duran/Duboi |
| Tasks | Soul effects using particles/fluids |

| Position | FX Td |
| Company | Mikros Images |
| Tasks | Mel scripts, shots rendering of lemming crowds with fur. |

| Position | Comper |
| Company | Chaman/Xilam |
| Tasks | compositing using Shake. |
Privately Held; 501-1000 employees; Motion Pictures and Film industry
October 2010 – October 2012 (2 years 1 month) Wellington, New Zealand
- Houdini POP, DOP
- Houdini L-system, lots of Mantra shading and python
- Fluid simulation for several shows using Naiad / Weta in-house software (Level set processing, particles instancer, SPH solver, etc...) along with Prman renders, Nuke comp, etc...
- Naiad setup development (sand sim setup, splash/bubbles/foam sim, etc..)
- Naiad RnD development (in-house NOP)
- Lead FX Sequence on Tintin.
- Maya Fluid ( explosions, smoke sim, etc...)
Privately Held; 201-500 employees; Motion Pictures and Film industry
October 2009 – August 2010 (11 months) Sydney Area, Australia
Fleck field look-dev on "The Legend of Guardians". Worked in binomial and directly with the RnD guys. Developed the effect on many custom shots, close-up and distance one.
- Custom RSL for the Fleck shader, using PTC lighting.
- procedural particle based animation using inhouse nodal system and Maya.
- MEL scripts, shell and python tools.
Privately Held; 1001-5000 employees; Motion Pictures and Film industry
November 2008 – May 2009 (7 months) London, United Kingdom
- Prince of Persia : The Sands of Time (director: Mike Newell)
Setup of a Sandstorm FX using Multi Points, Sprites and Flowline (Proprietary Fluid Solver).
- Gi Joe: Rise Of Cobra ( director: Stephen Sommers )
Fluid simulation and rendering of some explosions using Flowline/Mental Ray.
Privately Held; 51-200 employees; Staffing and Recruiting industry
June 2008 – October 2008 (5 months) Paris, France
- DSO particles development in order to improve the FX pipeline (Maya/Renderman C++).
- Fully automatic MEL scripts for details in fur, particle cache improvement, automatics expressions according to instancer, etc...
- FX on some shots.
- Rendering FX on some shots.
Hey there, if you’ve got a question about my work or if you just want to say hi, feel free to use the contact form below. And if you have any CG Vfx jobs to offer me I recommend you to have a look at my cv and showreel. Best way to reach me is by email, I’ll be delighted to give you some news.