
COMMERCIALS WORK
This page showcases the majority of my TV commercial projects from over the years. The work is organized chronologically, with the most recent projects at the top and older ones following below. Each advertisement is grouped under its own sub-heading.
For each project, you'll find a detailed breakdown and a gallery, where individual images provide further information on the shots, along with video links where available.
LEGO: CATACLAUS COMMERCIAL - DECEMBER 2024
Role: Lighting TD
Company: BaconX
Tasks: Shot Lighting & Rendering
Software: Maya (Vray) & Nuke
This project was a fast-paced lighting assignment for a LEGO commercial, using their assets and look development which are the same as the literal toys (fun fact!). My primary responsibilities included setting up shot lighting, locating and integrating shoot HDRs, creating projections, resolving rendering issues (including V-Ray glitches), and producing slap composites.
To enhance realism, I generated additional geometry for some scenes, such as the barbershop, to match the set and actors, allowing for more accurate lighting in 3D space. During the project, I discovered a bug in V-Ray’s projection system. While a standard projection setup worked seamlessly with render engines like Arnold, Mantra, and Renderman, V-Ray unexpectedly rendered the plate (footage) 180 degrees in reverse, impacting reflections and light spill. Although not always noticeable, this issue could subtly affect the realism of renders and potentially impact other VFX artists and studios. I reported this to the V-Ray tech team, though it remains unresolved (6 months on as I write this!).
I directly worked on nine shots and laid the groundwork for two to three additional ones such as a tabletop toy shot. However, as the animation wasn’t finalized before the freelancers contracts period ended, the full-time team completed those shots to align with the project’s budget.

Project: LEGO (Commercial November 2024) Tasks: Lighting & Rendering. Software: Maya (Vray) & Nuke.

Project: LEGO (Commercial November 2024) Tasks: Lighting & Rendering. Software: Maya (Vray) & Nuke.

Project: LEGO (Commercial November 2024) Tasks: Lighting & Rendering. Software: Maya (Vray) & Nuke.

Project: LEGO (Commercial November 2024) Tasks: Lighting & Rendering. Software: Maya (Vray) & Nuke.
LEGO: Cataclaus Commercial - November 2024
Lighting & Rendering
(Click The Image Below To Open A Video Link)
AIR B&B: VACATION "GET PAID" - AUGUST 2024
Role: Lighting & Rendering TD
Company: Passion Pictures
Tasks: Rendering, Optimization Analysis, Slap Composites & Some Lighting
Software: Maya (Arnold) & Nuke
I briefly freelanced on this project as a temporary replacement for another artist who was away. My role involved quickly getting up to speed with the CG slap comp and Maya render layer setups to handle any re-rendering adjustments. Some key tasks included light re-balancing to avoid overexposure in the Greek holiday home environment, updating animation caches for the characters, and re-rendering the scenes to update the slap composite. I also compiled a detailed breakdown of each pass, identifying where elements could be removed or optimized for efficiency. The project presented a unique challenge due to the complexity of having all houses, lights, and characters in a single scene for each commercial, making it a heavy workload. However, it was rewarding to see the final results come together. The final spot came out on August 22nd 2024.

I briefly freelanced on this project for Passion Pictures, stepping in to cover another artist's lighting and rendering responsibilities. The project was complex, with all CG elements contained in a single scene, which required careful light balancing, layer optimization, cache updates, and re-rendering of layers, followed by slap compositing. Software: Maya (Arnold) and Nuke Company: Passion Pictures Click the link below to see the final ad spot.

I briefly freelanced on this project for Passion Pictures, stepping in to cover another artist's lighting and rendering responsibilities. The project was complex, with all CG elements contained in a single scene, which required careful light balancing, layer optimization, cache updates, and re-rendering of layers, followed by slap compositing. Software: Maya (Arnold) and Nuke Company: Passion Pictures Click the link below to see the final ad spot.

I briefly freelanced on this project for Passion Pictures, stepping in to cover another artist's lighting and rendering responsibilities. The project was complex, with all CG elements contained in a single scene, which required careful light balancing, layer optimization, cache updates, and re-rendering of layers, followed by slap compositing. Software: Maya (Arnold) and Nuke Company: Passion Pictures Click the link below to see the final ad spot.

I briefly freelanced on this project for Passion Pictures, stepping in to cover another artist's lighting and rendering responsibilities. The project was complex, with all CG elements contained in a single scene, which required careful light balancing, layer optimization, cache updates, and re-rendering of layers, followed by slap compositing. Software: Maya (Arnold) and Nuke Company: Passion Pictures Click the link below to see the final ad spot.
AirB&B: Vacation "Get Paid" Commercial 2024
Lighting & Rendering Support
(Click The Image Below To Open A Video Link)
ARGOS COMMERCIALS & IDENTS SPRING 2024
Role: CG Generalist
Company: Electric Theatre Collective
Tasks: Texturing & Look Development (With some lighting)
Software: Substance Painter & Houdini (Arnold)
My primary task was to texture and shade the hero character “Connie” which is a talking toy doll. The asset work had to be realistic to match a toy but also have some human aspects such as the eyes and skin look. The texturing and look development had to closely match previous commercials by another company so our initial goal was to replicate this from scratch whilst incorporating any new client feedback and improving on this.
Once this was completed I worked on several lighting and rendering shots with my character work as the main focus.

I was tasked with texturing & look development for the girl character "Connie" who is a toy doll in the "Argos" commercials. I had to make the character look close to a previous companies work (from scratch) whilst improving the final result. The work was made to look like a toy with some human aspects to her such as skin shading and slightly human eyes. The final commercial can be seen by pressing the link below. Software: Substance Painter & Houdini (Arnold) Company: ETC

I was tasked with texturing & look development for the girl character "Connie" who is a toy doll in the "Argos" commercials. I had to make the character look close to a previous companies work (from scratch) whilst improving the final result. The work was made to look like a toy with some human aspects to her such as skin shading and slightly human eyes. The final commercial can be seen by pressing the link below. Software: Substance Painter & Houdini (Arnold) Company: ETC

I was tasked with texturing & look development for the girl character "Connie" who is a toy doll in the "Argos" commercials. I had to make the character look close to a previous companies work (from scratch) whilst improving the final result. The work was made to look like a toy with some human aspects to her such as skin shading and slightly human eyes. The final commercial can be seen by pressing the link below. Software: Substance Painter & Houdini (Arnold) Company: ETC

I was tasked with texturing & look development for the girl character "Connie" who is a toy doll in the "Argos" commercials. I had to make the character look close to a previous companies work (from scratch) whilst improving the final result. The work was made to look like a toy with some human aspects to her such as skin shading and slightly human eyes. The final commercial can be seen by pressing the link below. Software: Substance Painter & Houdini (Arnold) Company: ETC
Argos "Cooking" Commercial 2024
"Connie" Doll Girl Texture & Look Development
(Click The Image Below To Open A Video Link)
METASCAPES - CHRISTMAS ANIMATION 2023
Role: CG Generalist
Company: IXOR VFX
Tasks: Lighting, Shading, Previsual, Some Modelling & Compositing
Software: Maya (Arnold), Nuke, Zbrush & Photoshop
DISCLAIMER: This company failed to meet their legal payment obligations, withholding the second half of the contracted fee, which was already well below the industry standard for my experience and skill level. The project's vision, goals, and communication were severely lacking, and the commercial "client" seemed dubious, with ties to the co-founder of IXOR, raising questions about the project's legitimacy. I worked every single day for 23.5 days, often for 18-20 hours, with no clear indication that the project was even complete by the end. Despite this, I am still owed €2000. IXOR VFX signed a contract for my services but diverted half of the allocated funds to pay their own artists, which was neither mentioned nor agreed upon in the contract. This stands as the most exploitative experience of my career.
Project Work Overview
In late November 2023, I was commissioned to create part of the Christmas animation for "Metascapes," based on a few stylized AI-generated reference images. This was a fast-paced project, requiring 23.5 consecutive days of work to meet the deadline. My initial responsibilities included previsualizing the first 18 seconds of the short film, where I developed base environments for scale and parallax effects, along with creating various camera animations to align with the envisioned concept.
Once the animation concept was solidified, I collaborated with the Head of Department (HOD) to process a set of approximately 100 purchased assets. I ensured these assets were compatible by checking their formats, renaming them (since the folders were disorganized and lacked descriptions), and distributing them to the other artists on the team.
After completing this asset preparation, I shifted focus to my main sequence: the transition from the forest to the exterior of a workshop, followed by a camera flythrough through a keyhole, leading into the next artist’s shot. For this sequence, I was responsible for all aspects except the base workshop model, base tree model, and base mountain models. However, I refined the textures, shaders, and models of these elements to better match the client's vision.
The entire sequence had to adhere as closely as possible to the reference images given the limited time and base models available, resulting in a highly stylized look. Achieving the desired effect required over 30 lights and light blockers to carefully sculpt the lighting to match the concept.

This was the concept art for the workshop sequence. It was generated by AI and therefore has a very stylized and implausible lighting setup.

This is a final frame from my workshop animation composite. I completed this 8 second sequence in its entirety in approximately 16-17 days straight after initial completing initial project work for other shots. My composite breakdown can be seen in the link below which includes the transition to the next artists shot through the keyhole. Software: Maya (Arnold), Nuke, Photoshop, Zbrush
Metascapes Xmas Stylised Commercial
Work Breakdown
(Click The Image Below To Open A Video Link)
Metascapes Xmas Stylised "Commercial"
Final Short "Advert"
(My work is 8s - 16s specifically)
(Click The Image Below To Open A Video Link)
"The VFX Artists Podcast" Apperance 04/03/2024
Discussing the exploitation from this project.
(Click The Image Below To Open A Video Link)
MATHEMATICS STUDIO
WORK GALLERY 2023
Contract Role: Supervisor CG Generalist
Company: Mathematic Studio (Paris)
Tasks: Lighting, Look Development, Modelling & Some Texturing
Software: Maya (Arnold + BOSS + MASH), Substance Painter, Photoshop & Nuke
I worked remotely from London on a six-month freelance contract with Mathematics Studio (France/Paris). During this time, I contributed to several projects, each requiring different skills and input. This section showcases stills and videos from a selection of those projects. However, for some of the projects I was involved in only briefly, so I was not fully aware of the final outcome or what the project ultimately became. When selected each image will have more information and sometimes links to further video clips.
Project: World Cup Rugby - META sponsor (French TV Commercial 2023)
Tasks: Lighting, Rendering & Some Texturing (England Character)
Software: Maya (Arnold) & Substance Painter
Overview: My initial task involved texturing and UV mapping, which I completed for the England LV1 character (the smaller, thinner variant, as opposed to the larger, muscular LV2 characters). Additionally, I UV-mapped the Romanian character before handing off the work to another artist. My primary focus was on shot lighting, where I used a base setup to create high-resolution still frame renders of the characters. This involved adjusting the lighting to maintain a consistent setup, adapting the look development as needed, and ensuring all required emotional poses were delivered.

Project: World Cup Rugby (France) Commercial 2023 "Meta Sponsor" Tasks: Lighting & Rendering + Some Texturing & Look Development (most of the work for the thin LV1 England character). Company: Mathematics Studio (Paris) The final commercial containing my lighting commercial, time stamps of shots and further description can be seen by clicking the link below.

Project: World Cup Rugby (France) Commercial 2023 "Meta Sponsor" Tasks: Lighting & Rendering + Some Texturing & Look Development (most of the work for the thin LV1 England character). Company: Mathematics Studio (Paris) The final commercial containing my lighting commercial, time stamps of shots and further description can be seen by clicking the link below.

Project: World Cup Rugby (France) Commercial 2023 "Meta Sponsor" Tasks: Lighting & Rendering + Some Texturing & Look Development (most of the work for the thin LV1 England character). Company: Mathematics Studio (Paris) The final commercial containing my lighting commercial, time stamps of shots and further description can be seen by clicking the link below.

Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
World Cup Rugby France "Meta" Commercial 2023 - Video
(Click The Image Below To Open A Video Link)
Project: Kina & Yuk (French Film 2023)
Tasks: Look Development, Water Simulations, Lighting & Some Modelling/ Layout
Software: Maya (Arnold & BOSS & MASH) & Substance Painter
IMDB Credit: FX Artist
Overview: I was tasked with overhauling several shots to improve their quality under a very tight deadline, with only a couple of days allocated for each. The project required realistic representations of icebergs, snow, and water. I took another artist's layout and base geometry, then refined it by stripping the existing shaders, adjusting the geometry, and creating a more realistic result that aligned with the director’s vision.

Project: Kina & Yuk (French Independent Feature Film 2023). Shot Task: For this shot I was given around 2 days to completely re-build and shade the iceberg and water. This was to drastically change the look and make it much more realistic then before. I also changed the lighting from the previous artists work. Company: Mathematics Full length shots and plates with information can be seen in a montage video by pressing the link below.

Project: Kina & Yuk (French Independent Feature Film 2023). Shot Task: I had 1 day to create new shaders, displacement, animation and lighting for the background icebergs to create a far more realistic result then what we had previously. Company: Mathematics Full length shots and plates with information can be seen in a montage video by pressing the link below.
Kina & Yuk Independent French Film 2023 - CG Shots Video
(Click The Image Below To Open A Video Link)
Project: Microsoft Edge (Commercial 2024? - Project unreleased)
Tasks: Modelling (Electric Bike)
Software: Maya
Overview: I was tasked with modeling an electric bike that had been customized for the shoot. Using a few reference photos from the set, I recreated the bike, which appears to be pulled from a hologram panel and transforms into the physical on-set version. Although the final commercial is still unreleased, even a year later, I’ll share some asset images in the meantime. I UV unwrapped the main components, but the final shaded result was achieved with clean procedural texturing.



Other Projects: Film & Commercials
Tasks: Generalist / All Aspects
Software: Maya (Arnold & Vray), Substance Painter & Photoshop
Overview: I worked on numerous other projects at Mathematics, many of which had code names, so neither I nor the other artists were always aware of the final purpose. Some notable projects included look development for a skier, animating him along curves, as well as handling lighting and rendering for compositing. I was also involved in asset creation and similar tasks across these projects.
CANDY CRUSH "SPIN" COMMERCIAL 2023
Role: CG Generalist
Company: Absolute Post
Tasks: Lighting & Rendering
Software: Maya (Arnold
During a short freelance contract (cover work) I developed and improved the base lighting setup for 2 shots on the "Candy Crush - Spin" commercial. I was tasked with updating the animation caches and integrating the CG as best as possible for the vibrant lighting setup in the commercial.
Candy Crush "Turn Your World Upside Down" Commercial 2023 - Stills
(Work Still Frames. Click An Image To See The Gallery & More Information)

Tasks: Shot Lighting Overview: For a short freelance contract I was tasked with lighting two of the shots in the commercial, using the base environment light setup and building apon this for shot specific lighting. Company: Absolute Post Software: Maya (Arnold) The final commercial can be seen by pressing the link below.

Tasks: Shot Lighting Overview: For a short freelance contract I was tasked with lighting two of the shots in the commercial, using the base environment light setup and building apon this for shot specific lighting. Company: Absolute Post Software: Maya (Arnold) The final commercial can be seen by pressing the link below.
Candy Crush "Turn Your World Upside Down" Commercial 2023 - Video
(Click The Image Below To Open A Video Link)
SKY MOBILE COMMERCIALS (x2) 2021
Role: CG Generalist
Company: Nineteentwenty
Tasks: Texturing, Look Development, Lighting and Modelling
Software: Houdini (Mantra), Maya, Substance Painter, Nuke & Photoshop.
Modelling, Texturing & Look Development Work: My primary asset work was the ferris wheel which took numerous weeks of feedback and iterations across all related disciplines to complete. I also completed other assets such as the beachball in the bus and a textured numerous other assets such as fairground stalls, awnings ect..
Lighting & Rendering: I worked on 10 CG grass replacement shots for the fairground only commercial, tweaking the base setup, painting grass scatter/ texture masks, then lighting and rendering for the comp team to blend with the on-set astro turf.
I setup and worked on one of the wider ferris wheel CG replacement shots, creating daily slapcomps which included compositing 2.5d actors into pods against the matte painting sky.
The CG beach ball I lit and rendered independently of the other CG in the bus shot and created a base composite.
Below you can find both commercials and a gallery of screen grabs from various shots I contributed too (lighting or assets).
When selected, each still has further description on the contribution and includes the software used.
Sky Mobile Commercials 2021 x2 - Stills
(Work Still Frames. Click An Image To See The Gallery & More Information)

Role: CG Generalist Tasks: I modelled, textured and did look development for the ferris wheel including specific ID creation. I also built the beach ball, including lighting & rendering of it in the bus. Extra tasks were texturing awnings for background shots. Software: Maya (modeling), Substance Painter, Photoshop, Nuke & Houdini (look development/ rendering). Company: Nineteentwenty The link below is a video of the final commercial, timestamps are beneath it with shot work contribution.

Role: CG Generalist Tasks: I modelled, textured and did look development for the ferris wheel including specific ID creation. I also built the beach ball, including lighting & rendering of it in the bus. Extra tasks were texturing awnings for background shots. Software: Maya (modeling), Substance Painter, Photoshop, Nuke & Houdini (look development/ rendering). Company: Nineteentwenty The link below is a video of the final commercial, timestamps are beneath it with shot work contribution.

Role: CG Generalist Tasks: I modelled, textured and did look development for the ferris wheel including specific ID creation. I also built the beach ball, including lighting & rendering of it in the bus. Extra tasks were texturing awnings for background shots. Software: Maya (modeling), Substance Painter, Photoshop, Nuke & Houdini (look development/ rendering). Company: Nineteentwenty The link below is a video of the final commercial, timestamps are beneath it with shot work contribution.
Sky Mobile Commercial "Fun Fair" 2021
(Click The Image Below To Open A Video Link)
(Work Contributions Are Timestamped In Link)
Sky Mobile Commercial "Board Walk" 2021
(Click The Image Below To Open A Video Link)
(Work Contributions Are Timestamped In Link)
"FREE FIRE" - GAME CINEMATIC COMMERCIAL 2020
Role: CG Generalist
Company: Passion Pictures
Tasks: Texturing, Look Development, Lighting and Some Modelling
Software: Substance Painter, Mari, Maya (Arnold), Nuke
This project was a game cinematic trailer for the update "Project Chrono" released in the video game "Free Fire" which I completed in 2020 with the trailer releasing in 2021. For this project I was tasked with primarily texturing, look development and lighting of which I will detail further below.
Texturing & Look Development Work: The Hero's yellow car, all the guns (including the rocket launcher), the futuristic hand grenade and various other background assets such as 4 cars, newspaper stands, rubbish objects (coffee cups. crisps, football) ect..
Lighting & Rendering: I completed the lighting for approximately 13 of the shots in the commercial. This included creating light specific reaction passes, FX layers and separating lights for specific CG elements and compositing control.
As an example the large slow motion explosion shot (pictured on the far left below) contained 16 light groups (lights rendered separately) and 12 or more render layers for different FX passes, environment, character and light interactions.
Modelling Work: I modeled the hero's glock handgun, the futuristic grenade, most of the the desert eagle (the design was altered by another artist later) and an unused sniper rifle asset.
Below you can find the final commercial, a few prop turntables and a handful of the still frames from the commercial. The still images named "Free Fire - Lighting Shot" are ones that I completed lighting for, the rest just contain my texturing, look development and modelling work (listed above).
FREE FIRE - "Project Chrono" - Stills
(Work Still Frames. Click An Image To See The Gallery & More Information)

Shot Contribution: Lighting & Rendering (Shots specified in image titles) + Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and an unused sniper rifle. Software: Maya (Arnold) & Substance Painter The link below is the final commercial.

Contribution: Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and base model for the unused sniper rifle. Software: Maya (Arnold) & Substance Painter A video of my hero assets work can be seen by clicking the link below.

Shot Contribution: Lighting & Rendering (Shots specified in image titles) + Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and an unused sniper rifle. Software: Maya (Arnold) & Substance Painter The link below is the final commercial.

Contribution: Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and base model for the unused sniper rifle. Software: Maya (Arnold) & Substance Painter A video of my hero assets work can be seen by clicking the link below.

Shot Contribution: Lighting & Rendering (Shots specified in image titles) + Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and an unused sniper rifle. Software: Maya (Arnold) & Substance Painter The link below is the final commercial.

Contribution: Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and base model for the unused sniper rifle. Software: Maya (Arnold) & Substance Painter A video of my hero assets work can be seen by clicking the link below.
FREE FIRE - "Project Chrono" Asset Turntables 2020
(Overlay Details Are Provided For Renders)
(Click The Image Below To Open A Video Link)
FREE FIRE - "Project Chrono" 2021 Release Trailer
(Overlay Text With Work Contributions Added)
(Click The Image Below To Open A Video Link)
ELECTRIC THEATRE COLLECTIVE
WORK GALLERY 2019
Role: Lighting & Look Dev TD / CG Generalist
Company: Electric Theatre Collective
Tasks: Lighting, Look Development, Tracking & Animation
Software: Houdini (Mantra), Photoshop, PFtrack & Maya
Whilst on a short freelance contract at ETC I worked on 2 projects, the first "Michelob" Beer I worked as Look Dev & Lighting TD and then for the "Apple" commercial I took on a more generalist role, below I will detail the information on both seperately below.
Apple "This Watch Tells Time" 2019 Commercial
Tasks: Object Tracking & Animation
Software: PFtrack & Maya
For this commercial I was tasked with object tracking the 2 I watches in the longer two person shot in which the camera zooms out of one iwatch, rolls back and then zooms into another mans watch. To achieve the object track for both I cut the plate into two different length segments and treated it as separate shots. Due to blurring both watches required large amounts of hand tracking keyframes of which I did using a provided iwatch CG model. To aid with tracking/splining the first section of the womans watch I actually reversed the footage before hand tracking every 5 frames, then every 2-3 before PFtrack was able to spline the rest.
My second task was to create a Maya environment with a proxy satellite object and to create a camera animation based on the clients description. I completed numerous passes of this animation and ended up using a key framed aim constraint which was parented to the satellite so that the cameras aimed focus was increased as it rose above the satellite and then weakened as it came back down to earth. I finished at ETC mid project so I could not confirm if my animation was used but the result looks the same as what I produced and I am credited on the ETC website for my work.
Michelob "Ultra" Beer Un-aired Commercial 2019
Tasks: Lighting & Look Development
Software: Houdini (Mantra)
This project was not publicly aired but I spoke with ETC in early 2024 about using it for my website portfolio archive and they said this is fine and assisted in restoring me a copy.
This commercial never went through a final grade so I have quickly applied a basic grade to the stills/ video of which was similar to the render view show LUT we were using.
For this project I was tasked with look development of the bottles, including creation of specific ID passes/masks for labels, fonts etc. I then went on to light most of the shots which had to consistently keep that "premium" beer shot still image whilst in motion.
For the lighting I was provided with an HDR but due to the dynamic nature of the commercial I had to create clean plates for each shot/ bottle to refraction/ reflect in a realistic manner.
ETC Commercial Work Stills Gallery
(Work Still Frames. Click An Image To See The Gallery & More Information)

Role: CG Generalist Task: I was tasked with creating the initial animation passes for the camera move which starts at earth and goes up and round the satellite before flying back down. I was not at the company when this commercial was still being worked on so I cannot confirm if my final animation was used but it looks the same & I created a camera with constraints in Maya. Software: Maya Company: Electric Theatre Collective The link below shows the final commercial with further description.

Role: CG Generalist Task: I was tasked with creating the initial animation passes for the camera move which starts at earth and goes up and round the satellite before flying back down. I was not at the company when this commercial was still being worked on so I cannot confirm if my final animation was used but it looks the same & I created a camera with constraints in Maya. Software: Maya Company: Electric Theatre Collective The link below shows the final commercial with further description.

Role: CG Generalist Task: I was tasked with creating the initial animation passes for the camera move which starts at earth and goes up and round the satellite before flying back down. I was not at the company when this commercial was still being worked on so I cannot confirm if my final animation was used but it looks the same & I created a camera with constraints in Maya. Software: Maya Company: Electric Theatre Collective The link below shows the final commercial with further description.

Role: Lighting & Look Development TD Tasks: Bottle Look Development & Shot Lighting. I completed look dev on both bottles, creating ID passes for the text & trims. I then completed lighting on most shots. The commercial was never graded or aired so I've applied a grade to these images and video which is similar to how it was meant to look in the end. Software: Houdini (Mantra) Company: Electric Theatre Collective The link below shows the final commercial with further description.

Role: Lighting & Look Development TD Tasks: Bottle Look Development & Shot Lighting. I completed look dev on both bottles, creating ID passes for the text & trims. I then completed lighting on most shots. The commercial was never graded or aired so I've applied a grade to these images and video which is similar to how it was meant to look in the end. Software: Houdini (Mantra) Company: Electric Theatre Collective The link below shows the final commercial with further description.

Role: Lighting & Look Development TD Tasks: Bottle Look Development & Shot Lighting. I completed look dev on both bottles, creating ID passes for the text & trims. I then completed lighting on most shots. The commercial was never graded or aired so I've applied a grade to these images and video which is similar to how it was meant to look in the end. Software: Houdini (Mantra) Company: Electric Theatre Collective The link below shows the final commercial with further description.
Apple "This Watch Tells Time" Commercial 2019
(Work Description Overlaid On Video)
(Click The Image Below To Open A Video Link)
Michelob Ultra Commercial 2019 (Unreleased)
(Work Description Overlaid On Video)
(Click The Image Below To Open A Video Link)
RUSHES POST PRODUCTION
COMMERCIALS GALLERY
2014-2016
This section displays stills from some of the commercial projects I worked on between 2014-2016 at Rushes Post Production.
My contribution and tasks are listed after selecting each image. Most stills will include a video link (at the bottom of the description after selecting the image) to the final commercial online.
I worked as a CG Generalist for these projects so they are a combination of solo and collaborative efforts with the other artists.
To enter the gallery select one of the images. Most images will have a "link" button beneath which will open a private video link with the final commercial. Due to the amount of images in the gallery you either need to scroll through them or press "show more" at the bottom to display all.

Tasks: All 3d elements & version-able renders (for generic batteries) Software: Maya (PRman). I completed all the 3d for duracell commercial ends stings in 2014 of which were used until 2016 worldwide (country dependant). This involved creating a few stings with generic batteries being consumed by a duracell battery and then various end beauty frames with various anim. Company: Rushes A few of the country end stings from final broadcast can be seen in a short montage video in the link below.

Tasks: All 3d elements & version-able renders (for generic batteries) Software: Maya (PRman). I completed all the 3d for duracell commercial ends stings in 2014 of which were used until 2016 worldwide (country dependant). This involved creating a few stings with generic batteries being consumed by a duracell battery and then various end beauty frames with various anim. Company: Rushes A few of the country end stings from final broadcast can be seen in a short montage video in the link below.

Tasks: All 3d elements & version-able renders (for generic batteries) Software: Maya (PRman). I completed all the 3d for duracell commercial ends stings in 2014 of which were used until 2016 worldwide (country dependant). This involved creating a few stings with generic batteries being consumed by a duracell battery and then various end beauty frames with various anim. Company: Rushes A few of the country end stings from final broadcast can be seen in a short montage video in the link below.

Tasks: Shaders, Lighting, Tracking, Animation and Rendering. Software: Maya (Vray), Photoshop & PFTrack. The sequence required the blending of multiple cameras (live action, to CG (pictured) then to a C4D/motion graphics camera) so it was quite challenging to work on, requiring blending constraints and animation between cameras. Company: Rushes The final advert with the CG shot time stamp can be found pressing the "link" below.

Tasks: Tracking (Camera & Object), Layout & Some Rendering. Software: PFTrack & Maya (Vray). The commercial had alot of CG interacting with real world so a good majority of the project involved carefully tracking cameras and object tracking robot standins to make sure the interactions and rendering were plausible. The commercial is viewable in the link below with timestamps in the description of shots I recall working on. Company: Rushes

Tasks: Tracking (Camera & Object), Layout & Some Rendering. Software: PFTrack & Maya (Vray). The commercial had alot of CG interacting with real world so a good majority of the project involved carefully tracking cameras and object tracking robot standins to make sure the interactions and rendering were plausible. The commercial is viewable in the link below with timestamps in the description of shots I recall working on. Company: Rushes

Tasks: Modelling, Shaders, Lighting and Rendering Software: Maya (Vray), Photoshop & Nuke. Company: Rushes

Tasks: Modelling, Shaders, Lighting, Animation and Rendering. Software: Maya & Nuke. Company: Rushes I created the end mobile sting for a "Leo Vegas" commercial. I also rendered some horizontal tracked phones to replace actors mobiles who were holding their phones vertically. This end sting was also recycled for further Leo Vegas commercials for a couple years after I created it. The final commercial can be seen clicking the "link" below.

Tasks: Modelling, Shaders, Lighting and Rendering. Software: Maya, Photoshop, PFTrack, & Nuke. The commercial required bottle replacements for a number of shots so the commercial could be re-used in another country. This required re-building and shading the new bottle, then object tracking and lighting it in to a variety of shots with actors interactions. Company: Rushes Final Commercial is linked below with timestamps in the description for my work with extra information.

Tasks: Modelling, Shaders, Lighting and Rendering. Software: Maya, Photoshop, PFTrack, & Nuke. The commercial required bottle replacements for a number of shots so the commercial could be re-used in another country. This required re-building and shading the new bottle, then object tracking and lighting it in to a variety of shots with actors interactions. Company: Rushes Final Commercial is linked below with timestamps in the description for my work with extra information.

Tasks: Shaders, Lighting, Animation/Tracking, Particles & Rendering. Software: Maya (Vray), PFtrack & Nuke. The client asked for the dentures to match the actresses mouth movements so it was a case of completing a head track and extracting some of the movement information from that to apply to the dentures. Company: Rushes The final CG shot can be see by clicking the "link" below.

Tasks: Shaders, Lighting, Animation/Tracking, Particles & Rendering. Software: Maya (Vray), PFtrack & Nuke. The client asked for the dentures to match the actresses mouth movements so it was a case of completing a head track and extracting some of the movement information from that to the dentures. Company: Rushes The final CG clips from the commercial can be found edited together in the below link. Password: polygrip

Tasks: Lighting, Tracking and Rendering. Software: Maya (PRman), PFTrack, 3DE & Nuke. The original shots me and the team worked on in 2014 were for a short film / music video titled "Pure" by the rap group "Last Night in Paris". The VFX I worked on was the integration of the alien bug which required camera/object tracking and lighting. Company: Rushes The CG shots on their own can be viewed clicking the "link" below. The description under the video contains another link to the full film.

Tasks: Lighting, Tracking and Rendering. Software: Maya (PRman), PFTrack, 3DE & Nuke. The original shots me and the team worked on in 2014 were for a short film / music video titled "Pure" by the rap group "Last Night in Paris". The VFX I worked on was the integration of the alien bug which required camera/object tracking and lighting. Company: Rushes The CG shots on their own can be viewed clicking the "link" below. The description under the video contains another link to the full film.

Tasks: All CG (including some rigging). Software: Maya (Vray). A photoreal "Always" product I created and animated for one of their "BodyForm" campaigns around 2015-2016. I believe the final renders were used for animated website banner advertisements of which I animated to match the movement of a ballerina which was then composited next to the product. Company: Rushes

Tasks: All CG (including some rigging). Software: Maya (Vray). A photoreal "Always" product I created and animated for one of their "BodyForm" campaigns around 2015-2016. I believe the final renders were used for animated website banner advertisements of which I animated to match the movement of a ballerina which was then composited next to the product. Company: Rushes

Tasks: Assets work, looping procedural animations & Public demonstrations. Software: Maya & Unity. This project was a virtual garden for Cancer Research to present at a national televised flower show at Hampton Court. My tasks were completed in Maya and then exported for Unity. I also attended private testing as support for the producer. Company: Rushes The final 360 enabled video which was played on VR headsets at Hampton Court Flower Show 2016 can be viewed by pressing the link below.

This is a picture from the actual garden in 2016 created at Hampton Court in which the VR Experience was demonstrated to members of the public throughout a few days. Company: Rushes The 360 video shown to attendees can be viewed in the link below.

Tasks: CG Rain Software: Maya (Mental Ray) & Nuke CG rain was created via multiple cache's with Maya particles and rendered, the passes were composited together to give greater density and control with the shot. The final comped rain was then handed to flame to be added to the final sequence. Company: Rushes Commercial viewable in link below.

Task: CG Rain Software: Maya (Mental Ray) & Nuke CG rain was created via multiple cache's and rendered, the passes were composited together to give greater density and control with the shot, the final comped rain was then handed to flame to be added to the final sequence. Company: Rushes Commercial viewable in link below.

Tasks: CG Rain Software: Maya (Mental Ray) & Nuke CG rain was created via multiple cache's with Maya particles and rendered, the passes were composited together to give greater density and control with the shot. The final comped rain was then handed to flame to be added to the final sequence. Company: Rushes Commercial viewable in link below.

Tasks (Some of all): Modelling, Layout and Shading Software: Maya (PRman). This still is one of the "print" images from our work on revolving kitchens for Ikea in which they used the CG in a TV commercial, their website (interactive revolving kitchen menus) and print advertisements. The full length CG animation can be seen in the link below with another link in the description for the TV commercial. The still above was printed in the metro newspaper. Company: Rushes

Role: Roto Artist Task: Whilst inbetween other projects I assisted the MGFX with rotoscoping that they needed done so they could use it in their creation of the Maigret Title sequence. Company: Rushes Post Production

Tasks: All 3D Elements and Compositing. Software: Maya (Vray + BOSS) & Nuke The fluid was created in Maya using the newly added Bi-frost (at the time). Company: Rushes The final result can be seen by clicking the link below.