Reel

Large Quicktime (140Mb)

Shot Breakdown

1. Command and Conquer III: Tiberium Wars

This sequence of shots was created for the game's live action cut scenes and were all shot and comped in HD. The first shot of debris raining down from the sky was created by me in it's entirety with the exception of the foreground actors shot against greenscreen. The background sky is a matte painting created in photoshop. Maya fluids was used to create the smoke trails as well as some of the cloud elements.

The second shot is a composite I did which includes foreground actors and a partial set shot against greenscreen. I composited the set extension as well as numerous other elements including data displays, holograms as well as floor reflections and color treatments.

The third shot of the news reporter is another one of many that I composited. I was provided the foreground actor against greenscreen and composited in the digital set, vehicles, dust, and a soldier on patrol.


2. Lord of the Rings: Battle for Middle Earth

This 2 minute sequence is a series of shots I created for the game's movie sequences. I was given the low poly models used in the game with some basic animation cycles to work from. I performed all character blocking, object and environment layout, camera composition and movement, particle effects, lighting, scripting, and additional compositing. Everything was created within a proprietary tool that is used by the game's real-time engine to render from.


3. Character Animation Test 1 and 2

These are playblasts of two character animation tests that I animated in Maya using characters provided by AnimationMentor.com. Limited mouth rig only allowed lip flapping. The first piece of dialogue is from "One Flew Over the Cuckoo's Nest" and the second is from "Army of Darkness".


4. Rendering Test

The environment, lighting and animation was created by me in Maya with the exception of the spaceship model. This scene is lit using only an array of Maya lights and no global illumination.


5. Fisher Dolly 10, Arri gearhead, Panavision camera Modeling

I created these accurate models in Maya for use in Technical Pre-vis.


6. Particle Animation

This is a work in progress of a fly through using particle systems of animated sprites.


7. Explosion

This is a shader using animated ramps and displacements to create an explosion effect.