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.
