



I’ve been making good use of procedural tools and workflows for the work shown here – something I think will only grow in future.
I’ve been making good use of procedural tools and workflows for the work shown here – something I think will only grow in future.
Unity Scene containing a number of assets shown elsewhere on this page. This is a legacy render, before the switch to HDRP (which greatly increased the quality of translucent leaves).
Interactive showroom concept for a clothing label. A lot of emphasis was put on accurate fabric representation in VR.
Unreal scene, combining the same assets
Coming from Europe, one of the best ways to learn North American trees has been to model them. This is a Western Hemlock created in ‘Plantfactory’. The base is made from 3 photoscans merged together.
This experiment splits up a tree into 8 atlased billboards. The field of view is limited to around 90deg, but the results are promising, and (apart from the overdraw) quite efficient.
As a technical challenge, I coded a matrix transform in a substance FX node. This allows position and normals maps to be manipulated within substance, for some interesting effects. In this example, whatever angle the fern is rotated, the leaves nearest the ground are retextured to brown and decayed.
Some more polished photogrammetry assets, from Lighthouse Park and the Capilano River.
This ‘virtual runway’ was a project to really push my skills with Substance Designer. Everything, including the animated raindrops, was textured using the tool.
The photogrammetry rocks were shot on a relatively old camera (before I replaced it with a Sony A7R), and were quite soft. This is a substance designer script to up-res and sharpen the edges, to create the appearance of higher quality assets.
Photogrammetry de-lighting experiment. Uses a partially emissive shader to create realistic baked indirect lighting from the photogrammetry solve itself. I haven’t yet found a use for it, but the results were promising.
Like a lot of artists, I was very impressed with ‘Real Displacement Textures’ when they were first released. This is an experiment on how I could replicate something similar results on my own kit.
Two of my earliest photogrammetry experiments, both around mosquito creek in North Vancouver. I was comparing ‘Photoscan’ (now ‘Metashape’) and ‘RealityCapture’ at the time, so I don’t know which one these were solved in.
MPC Vancouver was the primary vendor for the 3rd act of ‘Justice League’ – set in the fictional town of ‘Skrunda1’ (a mix of Chernobyl and Pripyat). The Environments team was tasked with dressing a full CG city, 12km square
To allow such a large area to be fully dressed in only a few months, I proposed using a new toolset, based around Unreal Engine 4. At peak, 5 artists were working simultaneously in Unreal, with the final layouts exported back to the MPC pipeline for rendering.
This daytime shot is one of the few where our work is really visible. A lot of the rest of the team’s efforts is hidden behind FX, motionblur, and a heavy red grade.
The full scene had over 400,000 instances, and in some aerial shots almost all of them were visible – so we had to use every optimization technique we could think of to keep the scenes interactive.
I oversaw a team of 13 artists, who created more than 240 unique assets. I textured around 40 of them myself in ‘Substance’.
This was the first show at MPC to make use of a game engine for VFX production.
I also created a 5-layer blend shader for Unreal, which allowed artists to edit the terrain texture interactively. The vertex map was exported as a primvar, and the shader was duplicated in Katana, giving a precise match between Unreal and Renderman.
There is actually a fairly detailed matte painting in the background here, but (as is often the case) the DI grade makes it virtually impossible to see anything.
One of the great things about using a game engine is getting a lot of additional functionality for free. At the very end of the project, it was noted that none of the utility poles had cables, so I wrote a tool in blueprint to procedurally create a plausible network of simulated softbody wires.
The final shots of the movie required the city to be covered in ‘beautiful alien plants’. I created four plant types in ‘Plantfactory’, which were animated by Andrew Bain.
Myself and John Vanderbeck gave a talk at Siggraph 2018 titled ‘Accelerating Film Environment Creation Using Game Development Tools’. The work described here formed a large part of the presentation.
Two part TV Movie for AnthemFX – meant to be a prequel to the ‘Peter Pan’ story.
I worked for MPC Vancouver for more than 8 years, 7 of them as head of the 3DDMP / Environments department.
As far as I can tell, I hired 154 people into the department during my time there, around 40 for their first ever role in VFX.
The studio closed it’s doors for good in December 2019
Ad Astra – 2019
A large part of MPC’s work on the show was creating planetary views from space. Terragen is an ideal tool for this, and we made heavy use of it throughout the show.
This shot is a Terragen base by me, with further matte painting by Tadaomi Kawasaki.
This shot, like a lot of shots on the project, was touched by a great many people. I believe it was finished in MPC London, based on a Terragen setup created by myself and the environment lead, Scott Russell.
The Dark Tower – 2018
I created a library of textures for the titular ‘Dark Tower’ which were used in a ‘texturebombing’ shader by Tim Crowson. The background sky is a matte painting by Matt Ellis, based on photos I took in the South Pacific.
The landscape was a ‘2am’ shot, created in less than 24hrs alongside Michael Gardiner and Eduardo Lopez. It never made the final cut…
My first project in Vancouver, for AnthemFX, the company that brought me to Canada. They’re sadly long gone, but they threw amazing parties…
This was my first film at Cinesite, and the one that taught me not to chase projects. I was initially very disappointed to be given this instead of ‘Prince of Persia’, but ended up having a great time, and the opportunity to have large creative impact – even if it’s not necessarily a film I’d actually watch…
Freelance contract for ‘PaintingPractice’. Work was a combination of concept designs to be sent to Rocket Science VFX in Toronto, and DMPs that were completed locally.
Freelance contract for ‘Neverstop’.
Interior visualisation for a rebranding of ‘TopShop’
Freelance contract for ‘Start Creative’.
Visualisation of Virgin Galactic’s proposed spaceport
Visualisation of Luella Bartley’s GO! tour bus, created in SketchUP. The old ‘Routemaster’ buses were being sold off by TfL, and the idea was to host a mobile fashion boutique inside one.
Freelance contract for ‘FlamingCGI’
Visualisation of the Theatre District in ‘Bawadi Square’, a proposed district of Dubailand.
Freelance contract for ‘FlamingCGI’
Aerial Timelapse of ‘King Abdullah Economic City’
Aerial views of ‘King Abdullah Economic City’, Saudi Arabia – the industrial valley, King Abdullah port, and the educational zone. Base render by others.
Illustration commission for ‘ImagineFX’ magazine. My initial sketch used a regular model T Ford (though still with the Gorilla in the back seat) – but this was thought to ‘Not be Sci-Fi enough’.
Vehicle design in SketchUp. The tool is not an organic modeler, nor an animation tool – but it is surprising how far it can be pushed. The characters are rigged and posed entirely within SketchUp itself.
Noah’s Ark concept – pitch for Rushes
‘Scylla Attacks the Odyssey’. Entry to the CGSociety challenge ‘Steampunk Myths and Legends’.
Painting progression of ‘Steampunk Myths and Legends’
Sketchup models constructed for ‘Steampunk Myths and Legends’. Was published in ‘Creer avec SketchUp’, a french-language book that showcased the different uses of SketchUp in various industries.
My concept work tends to start in SketchUp for basic massing and perspective, and is finished in a combination of Painter and Photoshop.
Recently I’ve been experimenting with alternatives – Affinity Photo instead of Photopshop, and Krita instead of Painter. Both seem pretty promising.
Trailer park interior for ‘PaintingPractice’. Based on an idea by Dan May.
Swamp house concept, based on a base render from ‘Vue’.
Town square checkpoint. Done for an art test that subsequently turned out to be a scam (sigh), but it produced a painting I’m quite happy with.
‘Skimmer’
The largest castle set extension
Approach to ‘Ballycarbery Castle’. Plates were shot at the (much smaller) castle ruins at Rock of Dunamase, and significantly extended with matte paintings.
The view from the top of the castle tower. As with the rest of the film, there have been some VERY major liberties taken with the geography of Ireland…
Night shot of Boston Harbour, all digital. Was meant to have a ‘magical’ look, but wasn’t really in keeping with the surrounding shots, and ultimately never made the final cut.
Boston Marina – another shot that could have been filmed on location, but was actually a greenscreen in Ireland.
Cinesite was a Nuke-based facility, and I’d been using Fusion for several years. I had to switch over very quickly!
Boston Park
Despite the entire opening sequence being a relatively uneventful Boston commute, neither the crew nor Amy Adams (the lead) ever went there. All the backgrounds are digital, and most required the addition of slushy snow.
Boston Apartment Skyline. The script called for the apartment (despite being on a higher floor) to feel crowded by the surrounding buildings.
At last count, there were 29 different tools in use within the department, but these are the ones I was instrumental in bringing into the company, or integrating into the pipeline.
Sully – 2016
I came in at the end of this show to create only a few paintings – the biggest an aerial shot of New Mexico. The base is a Digital Elevation Model (DEM) rendered in Terragen, with significant paintwork over the top.
The Finest Hours – 2015
I was again lead artist on this show, as well a HoD of the whole of the Vancouver environments department. I created several coastline matte paintings for this show, as well as some skydomes. This is one that I worked on at a rate of about 1hr/week for the duration of the show – a fully digital grass bank, blowing in the wind.
This was the one matte painting I did for ‘American Sniper’ at the very end of the show, along with Laurie Kindiak. The base render was the same city model created for the aerial shots, and the MRAP and wall were rendered by the lighting department.
American Sniper – 2015
I didn’t lead this show, but (along with Scott Eade, the head of layout), I supervised the construction of Sadr City, Baghdad as a fully digital environment. The 9km² that was required for this sequence was laid out using Modo replicators, and rendered using Modo’s native renderer.
Monster Trucks – 2015
I didn’t have a lot of involvement with this show until the very end. As is often the case for a HoD, I got involved with some of the ‘stragglers’ – the problematic shots that hang around at the end of the show, or the shots that have large, last minute notes.
300: Rise of an Empire – 2014
I was lead artist on this fast-turnaround sequence, the sacking of Athens. I created two panoramas of the city – one during the day, and one at night.
Two quick matte paintings for ‘Fast and Furious 6’ (2014) – a tunnel set extension, and replacement of the road and lights at Wembley Stadium.
Another of the few shots I completed myself for ‘Jersey Boys’ – a Matte painting / set extension of Coney Island amusement park. Wheel and roller coaster were rendered in Modo, with models and textures by Corey Sewell and Aline Nordmark.
Jersey Boys – 2013
This was my first show as CG supervisor, working with Greg Butler as VFX supe. I oversaw the creation of around 120 shots, which wasn’t a large number – but were split across around 20 sequences, with only a handful of shots in each. This is one of the few shots I worked on personally – the bowling alley sign which gives the band it’s name.
Seventh Son – 2013
The first project I lead from the beginning. The bulk of the shot work I did on the show was a single 800 frame shot – a 50 year timelapse of the Alberta Badlands. I created the timelapse clouds in Terragen, texture variants for the landscape, and also rendered HDRI spheres for the lighting department to use.
Elysium – 2012
While Image Engine and WhiskeyTree did the bulk of the work on this show, MPC was awarded the shuttle crash sequence. This is the most substantial matte painting, based on a Vue render. Around this time I was made HoD of 3DDMP and Environments as MPC Vancouver.
Jack the Giant Slayer – 2012
I created the FG forest in ‘Vue’, as well as projected matte paintings of Jack’s farmhouse.
Dark Shadows – 2011
I was made lead artist for the first time mid-way through this show, when the existing lead left. I set up the WPP (world position pass) projection templates for the cliffs, as well as the Liverpool docks skyline. I also created the cliff-top as a matte painting, and used a script to re-create a Vue forest ecosystem as a card setup in Nuke.
A lot of the work on this show was turning exterior shots (from Ireland) into the fantastical landscapes of ‘Neverland’. Many of the forest shots were supposed to contain deep canyons with natural stone bridges, but were simply shot with cones or small pieces of bluescreen on the ground.
Rocky islands DMP, done in collaboration with Rose Wang. Concept obviously inspired by Ha Long Bay.
This is probably the fastest-paced show I ever worked on. Most matte paintings were done in less than a week, and many in only a couple of days.
One of many forest interior matte paintings, based on Vue renders
Matte painting of the Tree Spirit colony on fire. Flames and smoke were added by the FX artists.
Another matte painting of the ‘White Wood’. In all the concept art, the tops of the trees were never seen (even in the distance), which wasn’t practical in this shot. Tree renders done in ‘Vue’.
Edge of the ‘White Wood’. Was meant to be an ‘epic landscape’, but the plate was rather limiting.
Concept art for the initial view of Fludd’s city – every building is meant to be formed or grown out of giant trees.
Establishing shot for Dr. Fludd’s city
Concept art for Fludd’s forest city. Model and base render by Gavin Jung and Remo Weiland.
First shot of the ‘White Wood’ environment. The simple sets and the odd design for the forest made these shots very tricky to create.
Sky replacement and horizon extension. I didn’t create the ship, but did composite it for this test shot.
Concept and DMP for the forest in the opening sequence
London skyline for the final sequence of Episode 1, seen from the rooftops of Victoria embankment. Time was meant to be around 1900 – and unusually for an aggressive TV schedule, I had the time for some historical research. Blackfriars bridge is on the left, and straight ahead is what is now the ‘OXO’ tower.
Another angle of the London rooftops, with St. Pauls Cathedral in the far background.
London Skyline reverse angle. I didn’t realise how defocused the final shot was going to be, and put in a ton of detail that was never seen. Base building geometry by Remo Weiland.
Lotus Defense Corps Headquarters from Ep. 2 ‘Uprising’.
Architecture of the main buildings is loosely based on the old ‘Apple’ campus.
Graveyard DMP for Will’s vision in Episode 6.
Establishing matte paintings of the eponymous ‘Icebreaker’ in Episode 7, stranded in the Bering Sea. Base renders of the ship were provided, and the surrounding icebergs were scattered in Vue.
When I started, Anthem had one very old license of Vue, but were kind enough to upgrade it for me, and I made VERY heavy use of it during my time there.
Icebreaker at dawn (the ‘hopeful’ shot at the end of the episode). I don’t think this made the final cut.
Cyclorama for all the icebreaker interior shots
Concept for the Buenos Aires hotel in Episode 10 ‘Acolyte’
Concept for destruction of the Elizabeth Tower (‘Big Ben’)
Concept for the Triffid battle in parliament square