VFX: Sk8-Bit (2024)
'SK8-Bit' was created as part of the Emerging Technologies Studio in the Master of Animation and Visualisation degree at the UTS Animal Logic Academy. The 2024 cohort worked in a simulated professional studio environment over a 10-week period to create a VFX film integrating live-action plates with 3D assets across specialised departments. My role in this project was as a Layout / Matchmove Artist, where our task was to track the raw footage and align the LIDAR data with the plates to enable departments to integrate their assets into the scene.
Synopsis:
Follow a cheeky duo of delinquent robots who skate their way through the UTS campus as they get up to no good.
Roles: Matchmove & Layout Artist
Software: Blender Motion Tracking & Autodesk Maya
Produced at: UTS Animal Logic Academy
Behied the Scene
Camera Recration: Skyfall
During my time at UTS Animal Logic Academy, we were tasked with recreating a 15-second sequence from a film to strengthen our critical eye for cinematography and develop our previs animation workflow. The goal was to better understand focal lengths, framing choices, and how each shot contributes to storytelling. I chose the action-heavy train sequence from Skyfall, which features multiple fast-paced camera cuts in a short amout of time. This exercise helped me gain valuable insight into action cinematography and improved my camera work and timing in previs animation.
Roles: Previs Artist
Software: Autodesk Maya
Produced at: UTS Animal Logic Academy as Pratice & Portfolio Task
Camera Recration: Jurassic Park (Welcome to Park Scene)
This year I have continued to develop and improve my skills by working on small projects such as recreating cameras from movie scenes, developing simple character animation, previs, and learning more about camera work. I undertook another camera and scene recreation task, this time focusing on the 'Welcome to Jurassic Park' scene. Each shot in this sequence uses a different type of camera movement, angle, and lensing, which gave me the opportunity to study how these choices affect the feel of a shot. Recreating the scene helped me deepen my understanding of cinematography and get into the mindset of what the filmmakers might have been considering.
Synopsis:
Roles: Previs Artist
Software: Autodesk Maya
Produced at: Personal project - Pratice
Animation: Fool's Gold (2024)
'Fool's Gold' was created as the main collaborative project in the Master of Animation and Visualisation degree at the UTS Animal Logic Academy. The 2024 cohort worked in a simulated professional studio environment over the course of a year to produce a fantasy genre animated film, developed across specialised departments. My role in this project was as a Previs & Layout Artist, here I contributed both to the early and final stages of production. As part of the Previs and Layout department, I was involved from the very beginning of production, translating the animatic and storyboards into 3D previs to establish the visual foundation and camera framing of the story. I also contributed at the final stage of production by refining cinematography, adjusting camera, and enhancing shots with handheld and camera shake movements to bring immersion and energy to the film.
Roles: Previs & Layout Artist
Software: Autodesk Maya
Produced at: UTS Animal Logic Academy
Camera Recration: Incredibles (Argument scene)
During my time at UTS Animal Logic Academy, we were tasked with recreating about 15-second sequence from a film to strengthen our eye for cinematography and develop our previs animation workflow. The goal was to better understand focal lengths, framing choices, and how each shot contributes to storytelling. For my second scene recreation, I chose the 'Incredibles' argument scene, to allow for more of a dialogue-driven moment to include calmer, more deliberate camera work in my portfolio. This allowed me to showcase my skills in framing and character placement. It also gave me valuable insight into how cinematography functions in a slower-paced scene and how the cinematographer's choices shape the storytelling.
Roles: Previs Artist
Software: Autodesk Maya
Produced at: UTS Animal Logic Academy
'Detained' Storyboard translation Task
During my time at UTS Animal Logic Academy, we were given a storyboard by Orfenn Schuller and tasked with creating a 3D previsualisation using Autodesk Maya. This exercise helped us develop our previs skills by learning how to interpret storyboards, determine timing, plan camera shots, and assess overall pacing. While also identifying elements that might not translate well into a 3D environment. It was a fun and educational task that gave us valuable insight into how to effectively adapt storyboards into previs, and what to consider when approaching this process.
Roles: Previs Artist
Software: Autodesk Maya
Produced at: UTS Animal Logic Academy as Pratice & Portfolio Task
Roles:
Software:
Produced at:
Roles:
Software:
Produced at:
Roles:
Software:
Produced at:
Roles:
Software:
Produced at:
Modeling
This section highlights my 3D modelling work, focusing on creating clean, efficient proxy and placeholder models for previs and layout. These models help visualise scenes with accurate form and scale, making it easier to plan and tell the story.