Paper sim

Houdini Vellum sim, scene setup and comp. For Filmsupply.

Goober!

For Filmsupply. Vellum sim and render in Houdini.

Sony Bravia - The Sound of Cinema - 2026

 

I handled the look development and animation of the moving ‘Phantom Speakers’ for Sony’s new home cinema line. Simmed and rendered in Houdini (Karma).

Agency: CHEMISTRY

 
 

Abstract Nebs!

 

Some R&D from early 2026 for a US feature I’m not legally allowed to name-check. Studio gets antsy about that. But it was a big one. In space. In IMAX. I was working closely with the production company in LA for a few months wrangling noise textures and 4K IMAX, volumetric renders (hefty) for the closing credits sequence. Blender. (These versions are without the production company’s compositing)

 
 

Abstract bits and/or bobs

For Filmsupply. Houdini and Blender.

'The Glows' visual tests

World building/look development for a music project/tv show pitch about a small town 80s band sucked into a subconscious, jungian, dark fretro fantasy, fragile masculinity nightmare/dream-scape.

Software: World Creator, Blender, Resolve.

Testing building out a scene with 2d backplates. The dragon animation is a bit jank.

Testing animating with Wiggle Bones in Blender.

Virus

For Filmsupply. Viruses, very trendy in the early 2020s.

A Wee Baby

Shots for Filmsupply.

*Fisheye lens for that legit ‘I stuck a camera inside someone’s body’ look.