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Feature Film — 3D Animated
Headspace
Supervised 20+ artists on this full-length 3D animated sci-fi feature, working directly with the director, producers, and every department lead. Delivered on a constrained budget while personally lighting and compositing 80% of the film. Released theatrically in 20+ countries across 8 languages, produced entirely through COVID on a fully remote pipeline.
Headspace Breakdown
Headspace — Personal Reel
Make It or Break It
My mission was to make the film look as good as possible for as cheap as possible. We pushed for thorough concepting and previs on every major sequence so no work got thrown away. While managing the team and leading the visual look, I kept optimising renders and workflows with Python tools, Houdini HDAs, and OpenCue distributed rendering, taking on far more than a typical supervisor role because this film was our make-it-or-break-it moment.
CG Supervision & Lighting
Supervised all CG departments except animation, ran dailies and weeklies, and personally lit around 80% of the film. Established the master look development (Redshift, later Arnold), surfaced multiple characters, sets, and assets, and standardised AOVs and render layers across the production.
Rendering & Pipeline
Built the production pipeline from the ground up in Python, Houdini, Maya, Bash, and OpenCue, with a Houdini SOPs + Arnold render pipeline developed alongside the Pipeline TD. Wrote caching and artist tools as HDAs and Hython scripts, and wrangled most of the film myself across 100 render nodes. Some passes rendered in Cycles or Karma; lentil lens simulation implemented with Zeno Pelgrims.
Compositing & Finishing
All compositing in Nuke, with multiple passes and shot finaling done myself across the film. Handled camera and layout, focus pulling for most shots, and 3D clouds for most day exteriors, built in three days. Also produced all marketing collateral and 3D branding lookdev.
Tools & FX
Developed HDAs for the Maya-to-Houdini Alembic pipeline, Arnold instancing, a procedural tree animator, an asteroid field generator, dynamic lighting for the brain sequences, and set rigs with adjustable, story-driven parameters. Also delivered pyro and Vellum shots under tight deadlines.
If you want to see more of my work on Headspace, just watch the film. I had my hand on every single shot in some way.
Official Trailer
Pipeline & R&D
Galaxy Pullout — Nuke Compositing
Distributed Rendering — OpenCue
Pyro R&D — Houdini
Asteroid Explosion R&D — Houdini
Open to EU and UK supervision roles from October 2026.
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