
Game Assets · Cinematic VFX · Product Visualization · Concept through Final Composite
Each cell is a case study. Click to dissect the anatomy — brief, blockout, textures, lighting, final composite.

Greystone Games · 2025

Apex VFX / Netflix
"I abandoned V-Ray in 2022. Not because it's bad — it's extraordinary — but because Karma XPU changed what "fast" means for a solo pipeline."
"The render that almost broke me: 340 hours of Houdini simulation, wrong color space, discovered at delivery. I now have a 12-point pre-delivery checklist tattooed on a sticky note above my monitor."

Threshold Animation

Meridian & Co.
"Blockout is not a technical phase. It's a conversation between you and the geometry about what it wants to become."
Nine years of building pipelines, not just assets. Every discipline listed here has shipped to production.
Full-stack asset production from concept sketch through engine delivery — blockout, high-poly bake, Substance texturing, LOD generation, Unreal/Unity integration.
Hero asset creation for episodic and feature work. Houdini procedural modeling, Karma/Arnold rendering, ACES color pipeline, compositing hand-off packages.
Photorealistic product renders that replace photography. CAD-to-mesh conversion, material scanning, studio lighting recreation, variant generation.
Organic sculpting, XGen grooming, SSS shader development, facial rigging for performance capture integration.
I build 3D assets the way a craftsman builds furniture — every polygon placed with intention, every material studied from life. I've shipped to AAA studios, Netflix episodics, and luxury product campaigns. The pipeline is always the same: understand the brief deeply, block out fast, refine slowly.
24-page curated showreel PDF — process notes included
No spam. One email with the PDF, nothing else.
Tell me what you need built. I'll respond within 24 hours.