Japan Expo - Australian Pavilion

Projection content for the Australian Pavilion, designed to the pavilion's own geometry rather than cropped to fit it - photoreal native flora and fauna built to hold at pavilion scale and under projected light.

Production:
Role:

Spinifex Group
Layout, modelling, texturing, Look development, Texturing, lighting, Rendering

Dubai Expo

Large-format immersive content for the Dubai Expo - photoreal environments across the pavilion, from underwater worlds to built custom designed environments, creatures and hard-surface builds, textures, look dev's all surfaced and lit to hold at projection scale.

Production:
Role:

Artists In Motion
Modelling, Texturing, Layout, Animation, Look development, lighting & Rendering

The Londoner

Photoreal environment and projection work - every prop modelled, textured, surfaced and lit in-shot, with liquid look dev carrying the hero moments. Surfacing and lighting all shots across the full sequence, which meant the look was locked before render rather than fixed after it. Check out more in detail below.

Production:
Role:

Artists in Motion
Modelling, Texturing, Layout, Animation, Look development, lighting & Rendering

Gallery

Everything else. Brand campaigns, product films, pavilion projection, broadcast and title work - varity of projects from concepts, modelling, surfacing, animations, lighting, look development across all of it.

How I work
(01)
Discovery
Understand the scope of the project, the Surface, rig plan, throw distance, ambient light, media server. Canvas dimensions and frame rate get fixed here, off survey data or architectural plans - I built to the real geometry.
(02)
Creative Direction
Concept, treatment, styleframes, animatic. Styleframes are properly lit and surfaced, not sketched, so what you sign off is what you get. The look is agreed while it's still cheap to change.
(03)
Build & Prepare
Modelling, texturing, layout and look development in 3D. Assets built to hold at projection scale. Blend seams sit in the scene from the start, so overlaps fall where the artwork wants them.
(04)
Production
Animation, lighting and render. V-Ray, Arnold, Redshift, AI with full pass output  beauty, cryptomatte, AO, Z-depth, normals - so comp stays flexible without a re-render.
(05)
Post
Comp, grade, edit, sound design and mix. Audio is cut to the picture, not laid over it. Notes go straight into the shot instead of through three handovers.
(06)
Delivery
HAP and HAP Q for media servers, ProRes and H.264 for broadcast and online.