Favorite Projects
Fiddlesticks: Terror in Demacia
POV Concept + Generalist + UE
My last big project at this amazing company. I was involved in a lot of different aspects (as you can imagine in a “1 month / 3 people” type of project).
Since ‘Annie: Origins’ I wanted to do a POV project with Fiddlesticks, being us the victim to Fiddlesticks’ fear, so I pitched it to the Creative Director and the team took the idea.
I was in charge of transferring all the animations to Unreal, tweaking the alembics as needed. I also created the camera animation by acting the scene while I recorded with a phone and then tracking the videos and stitching the result into a 1 long shot. I also did the dynamic simulations for the helmet and “decoy” Fiddlesticks. The whole project was done in Unreal, which was an amazing challenge.
It was incredible to see how such a small animation got so many million views in just a few weeks, surpassing other much larger and expensive projects.
KDA: Countdown
Tunnel concept + Generalist
This was an intense but great project as we had to do a cool countdown to introduce KDA to the World. During the initial exploration I came up with the idea of the tunnel to advance and transition from number to number and the team liked it a lot. Then I “upressed” the in-game models to pair them quality wise with the KDA made by Fortiche (I learned SO MUCH about tweaking alembics and building on top them). Then I prepared the textures, lighting and render it all so James Waterson would do the final comp.
It was truly amazing to see how people went NUTS when they watched it live.
Annie: Origins
Tech Lead + LookDev + Pipeline + Generalist (VFX / Lighting / Compositing)
The best project I've worked on. Period.
It's quite obvious that is very far from being perfect, but the story is truly amazing (championed by Anthony Possobon), the look we achieved is unique (so hard to say these days) and it was the two best years I've had in my entire career. I was brought to the team as a mix of an expert on non-realistic render techniques and a VFX artists. When the LookDev was defined I worked on tools to simplify the process and created a pipeline to organize and keep track of the 120+ shots we had. Part of this pipeline was a dual render farm that supported Photoshop and Filter Forge.
I spent 2 years working on this project, but loved every second of it. The cherry on top was the team. One of the best teams I've worked with. Going to the office felt like going to meet some friends (something I got a lot of crap for, thanks Evan! LOL)
XBOX: ReCore
Lead Modeler and texture Artist + Lighting + Pipeline
AWESOME project!!! I got to model a lot with 3ds Max (beast, spider, door, debris, etc.), light many shots and developed a tool that put down the texturing/shading time from five days to under one!!! One of the tools I'm most proud of :D (although I was supposed to prepare that pipeline for the artists that would come later in the project, and that tool was so effective that Kyle (lead of the project) and I did all the textures before they could even come. Sorry)
Something to mention as well is how I used Python to update daily the lighting of all the shots inside the cave.
DTS 360
CG Lead + LookDev + Generalist
“DTS: The project that changed it all". It got very stressful due to several factors not worth mentioning, but at least, technically, I got to do pretty cool stuff: I found the ideal resolution and aspect ratio, came out some masks to reduce render times, crazy render optimizations (4K under 20 min a frame! really good for this project back in the day), etc.
Also, the actual CG production was in such good shape along the entire project that we delivered a week earlier (something unheard of in commercials).
Coca Cola: Man and Dog
CG Lead + RnD + Generalist
One of my favorite projects at Psyop. It was meant for the Super Bowl 2014 but at the end it didn't air :( (boo to internal politics!!!) The 2D animation was done at Duncan Studios and we assembled it all. I did the RnD for the grass and was in charge of the 3D part of the project.
I also supported direction as Todd had to step away to focus on the Samsung campaign. I learned SO MUCH from working with Kylie all those weeks.
Check out the alternative ending. I was “gifted” with with a “creepy me” showing up from behind that tree, LOL.
AMC – Coke: Pre Show
CG Lead + Generalist + Condensation Overlord
I had to polish this project as much as I could because I knew I was gonna watch it hundreds of times at the movie theater! And I wasn’t wrong! The AMC Theaters played it before every movie for several years! (wow!).
There was some drama about some decisions taken at the beginning regarding the VFX (basically the agency decided to cut down costs by going cheap with the look of the main product (the Coca Cola cup), and some people got fired). On our side, we became the heroes as we couldn’t let a poopy-looking Coca Cola cup leave our studio. I personally took home the assets and spent a weekend making sure the Coca Cola felt as fresh and possible (fizziness, ice and condensation).
Butlins
CG Lead + LookDev + Pipeline
Great looking project directed by Paul and Georgia where I had the chance to do lots of Look Dev with Filter Forge. Also wrote a farm for this software using Python, did some shaders to get better results with the filtering, R&D, lighting, etc.
BTW, the music wasn't our choice!!!
Matter
CG Lead + Generalist
My first project as a lead here at Psyop. I believe I redefined "working hard", as the project was heavily understaffed.
I ended up doing:
Style frames
Textures
Shaders
Light 24 shots
Do part of the final compositing
And all these, for a 60 seconds project done in 4 weeks and while learning Maya. Funny (and not funny) enough, in the following weeks I started having symptoms of what would end up being a Stage 3 Lymphoma. Yay :D
COMFORT: Margarita Matilda
Co-CG Lead + Generalist
My first project as a CG Lead. Actually I co-led it with the Master of Masters, Jacob González. What an honor!!! He taught me the first rule of every good lead. "How to ignore". Great team, great project!
IOC: All Together Now
Generalist
The most “production fun” I've ever had working on a project. Great direction by FX & Mat combined with and a very small but very professional crew taking care of everything. Very proud of having worked on it :)
CRAVENDALE: Slurp
Only 3D Artist in the project. Lots of animation and stop motion integration
Another set of three projects where I was the only 3D artist involved. 14 shots and lots of work and fun! I did the close up glasses and straws, and milk (modeling, shading and animation)
RBC: Mr Muffin
Generalist
One of the nicest projects I have worked on, and with the catchiest soundtrack ever!!! I was responsible for the first shots plus all the shaders and textures in the ad (check out those yummy muffins!). Great fun! :D
BUZZ! Sports (Bloopers)
Props and Environment modeling + Animation + Lighting of the first shot
My very first half-decent animation!!! They gave me a week to do it and voilà!!! I must say my friend John Hedley helped me with the final retouches, but I'm quite proud :D