Live by Night – CG Artist, Pixomondo 2015
Modeling, procedural texturing and lighting in 3DS Max and VRay.
Created building construction site, without concept art. All modeling, texturing*, look-dev*, (day and night) lighting and rendering.
Modeled small, yellow bungalow houses from scan data.
*Construction entryway plaster mask was painted by junior matte-painter.
*Lake water reflection shader was assisted by CG Supervisor.
Spiderman Far From Home – 3D Generalist, Scanline VFX 2018
Hand painted + procedural texture and look-dev for hero buildings in 3DS Max and VRay.
C130 – 3D Generalist, Casaurina Studios 2024
Reimagined/modeled front end to replace stock model, based on photo reference.
Full texturing, look-dev, lighting and rendering.
VFX 3D Generalist Reel, Multiple Studios 2014 to 2020
Various samples of work from throughout my career. Breakdown specifics in the letterbox margins. This reel includes some shorter clips from the content above, mixed in with lighting shots and other less creative work.
Game of Thrones – 3D Generalist, Scanline VFX 2018
Modeled half of the buildings in King’s Landing for the final 2 episodes of Game of Thrones. Modeled ground floor from scan data; upper levels and interiors from photo ref and imagination.
X-Men Cerebro Space Station Concept – Think Tank Training Centre, 2025
- Concept art that I am creating while recording lessons for an Advanced Environment Generalist Course at Think Tank Training Centre, North Vancouver BC.
- 3D concept, renders, AI* and paintovers. Modo, ComfyUI/Flux and Photoshop.
- I am currently building the fully detailed Environment in 3D to for the Course lesson recordings.
* I ended up replacing the AI concept parts with with my own design that I think better fits the piece.
X-Men Cerebro Helmet 3D Concept – Think Tank Training Centre, 2025
A work in progress concept asset that I am creating while recording lessons for an Advanced Environment Generalist Course at Think Tank Training Centre, North Vancouver BC.
3D concept:
Renders and paintovers – Modo and Photoshop.
Textures and LookDev: Maya, VRay and Substance Painter.
Cyberpunk Noir Concept – Personal Ai Workflow Test, 2025
Visual Development for a Cyberpunk Noir story idea. I created this project in order to test integrating Ai with traditional Visual Development workflows.
The workflow I came up with is an iterative process of digital painting, Ai generation and photobash paintovers.
Tools used: Photoshop, ComfyUI, Flux Dev, Flux Kontext, Qwen and Nano Banana.
Stylized house: Ai to digimatte – Personal Workflow Test, 2025
I created these digimatte houses while testing a technique for incorporating AI into workflows for rapid concepting and matte painting.
Glitxh – Founder, Ethrl Inc 2020 to 2023
- Founded a company and assembled a team of VFX and Video Game professionals to work on NFT projects.
- I conceptualized, directed, and supervised this project. I also performed additional modeling, additional texturing, asset/scene assembly, look-dev, lighting, rendering and additional paintovers.
- I supervised a team of Junior Artists to create most of the models and textures. However I did some modeling and texturing myself while producing final render images.
- Most of the character concept paintovers were produced (based on my direction) by Art Director, Tyler Scarlett (Art Director ILM) and Senior Concept Artist Christopher Lee Zammit (Formerly ILM and Weta, Etc.).
The Alchemist’s Observatory – Personal Project, 2011 to Present
Personal project, originally created for my Master’s thesis in 2011 and updated over the years. Modeling, texturing, look-dev, lighting, rendering, compositing and matte painting. (Wholly conceptualized and executed by me except for camera animation.)
I also encourage you to check out Mentee Work page, featuring samples of the work produced by my students at Think Tank Training Centre.






























































































