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The Knight in the Desert [WIP]
Tools and Technologies
Ground RBD and sim: Houdini
Tracking and Compositing: Nuke
Rendered with Redshift
Also exported and rendered in Unreal Engine
Enhanced with Niagara system
Date
May 2025 [Expected]
Designed and executed a VFX sequence combining live-action footage with simulated destruction and particle FX. The scene depicts a knight driving a magical sword into the ground, triggering a shockwave and fracturing terrain. Built a custom RBD system in Houdini to simulate ground shattering and dust plumes, enhanced with secondary particle effects. Tracked the plate and composited the rendered FX in Nuke. Used Redshift to render high-quality elements and textured using COPs. Currently migrating all FX into Unreal Engine to showcase real-time VFX pipeline and rendering capabilities.
This project was developed over 10 weeks with weekly critique from demo reel supervisors and demonstrates hybrid FX workflows across CG and live-action media.

