Portfolio
Thanks for stopping by. Here are a few projects I've created. I really enjoy creating characters using both traditional pen and ink and using my digital tablet. Here are a small sample of images from projects I've been working on with people around the world!
VFX Generalist Reel
Here's a showreel containing many of the projects I've made over the last several years at the University of Kent and Bournemouth University. To create these projects, I used a a number of different industry-standard pieces of software, such as Maya and Houdini, and utilised several different render engines, including Arnold, Mantra, and Karma.
Master's Project - "Specter"
My capstone project for my MA at Bournemouth University, "Specter" represents my most significant contribution to a VFX work to date. I was one of three people to work on this short, acting as our primary modelling & lookdev artist.
This scene was my first examined attempt at texturing premade objects in Maya. The models I used were given to me by one of my university professors to be used specifically for this project. Most of the textures were created directly within Maya’s hypershade, with some textures used from the public domain. As this render was intended as an exercise in texturing models and creating basic scene geometry, I wanted the textures to look as refined as I could make them. One texture that was particularly difficult to make convincing was the glass texture used on the object further back in the render. I had to edit it extensively to achieve the desired effect.
Graphic Design: Custom Festival Poster
I designed this poster for a fictional heavy metal festival I chose to call “Brutality.” Its design was inspired by Doug Johnson’s work for Judas Priest, particularly his cover for the album “Screaming for Vengeance.” Specifically, I drew on his colour scheme and use of geometric shapes for that album cover.
While the poster was heavily inspired by Johnson’s work, I wanted to give the poster a more contemporary look. To combine both of these aesthetics, I created a number of coloured rectangles, placed them at an angle perpendicular to the poster’s Z-shaped design, and set their blending mode to colour burn so that the rest of the poster would still be visible. I also utilized a similar texturing technique to the CV, this time using a cracked stone texture, which I felt was indicative of the rebellious nature of earlier metal bands.
While the poster was heavily inspired by Johnson’s work, I wanted to give the poster a more contemporary look. To combine both of these aesthetics, I created a number of coloured rectangles, placed them at an angle perpendicular to the poster’s Z-shaped design, and set their blending mode to colour burn so that the rest of the poster would still be visible. I also utilized a similar texturing technique to the CV, this time using a cracked stone texture, which I felt was indicative of the rebellious nature of earlier metal bands.
Photographic Editing: Photo Collage in Photoshop
I created this poster as an exercise in photograph manipulation in Photoshop. I wanted to use it to more critically look at the relationship between humankind and technology and how closely intertwined the two are.
To create the poster, I selected pictures of objects, both natural and man-made. I then cut out select parts of the images and warped them to fit on a photograph of myself. On the mechanical side of the image, I wanted the figure to still appear identifiably human, so I used certain pieces to mimic parts of human anatomy. For example, I replaced the eye with the lens of an old camera, and the muscle in the neck with a steel girder. To make it seem more appealing, I made the natural side of the figure deviate significantly less from the original form. There are fewer protruding objects and changes to the structure of the face. The background was created by applying a gaussian blur to two images and applying the “colour burn” and “overlay” blending modes to the words “MAN” and “MACHINE” respectively so that they stood out from the background.
To create the poster, I selected pictures of objects, both natural and man-made. I then cut out select parts of the images and warped them to fit on a photograph of myself. On the mechanical side of the image, I wanted the figure to still appear identifiably human, so I used certain pieces to mimic parts of human anatomy. For example, I replaced the eye with the lens of an old camera, and the muscle in the neck with a steel girder. To make it seem more appealing, I made the natural side of the figure deviate significantly less from the original form. There are fewer protruding objects and changes to the structure of the face. The background was created by applying a gaussian blur to two images and applying the “colour burn” and “overlay” blending modes to the words “MAN” and “MACHINE” respectively so that they stood out from the background.
Character Design: Kutsa Thanom
Having been through many, many design iterations over several years, this is the final design for Kutsa. With this design, I wanted to emphasize both his Thai heritage and his love for fighting, so I chose to depict him in a stance common in Muay Thai, a form of kickboxing native to Thailand.
I used a Huion Kamvas Pro 13 graphics tablet and Medibang Paint Pro to create this illustration, utilizing a combination of layers with the multiply, add, and divide blending modes to create areas of light and shadow. I opted to use a simple background to allow the subject to remain the main focus of the image, and I used mostly hard-edged brushes so that there was less ambiguity when it came to the true colour of elements in the illustration.
I used a Huion Kamvas Pro 13 graphics tablet and Medibang Paint Pro to create this illustration, utilizing a combination of layers with the multiply, add, and divide blending modes to create areas of light and shadow. I opted to use a simple background to allow the subject to remain the main focus of the image, and I used mostly hard-edged brushes so that there was less ambiguity when it came to the true colour of elements in the illustration.
Character Design: Maria Saéz
This is a design for a character named Maria Saéz, who draws her abilities from the sea. As such, I wanted to incorporate both her Mexican heritage and ocean motifs into her design.
Using similar techniques as in Kutsa’s design, I chose to use more soft brushes to achieve more realistic lighting effects. To maintain clarity in the design, I added a block of colour swatches so that they could be easily selected for later use. I also chose to pose the subject in a more simple, refined stance to emphasize her more elegant personality.
Using similar techniques as in Kutsa’s design, I chose to use more soft brushes to achieve more realistic lighting effects. To maintain clarity in the design, I added a block of colour swatches so that they could be easily selected for later use. I also chose to pose the subject in a more simple, refined stance to emphasize her more elegant personality.