Ashraf Ghoniem

Ashraf Ghoniem

CG Lead / 20 yrs

Los Angeles, CA

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Effects Supervisor

Avengers: Endgame (2019)

Effects Supervisor

Avengers: Infinity War (2018)

Effects Supervisor

Valerian and the City of a Thousand Planets (2017)

Effects Technical Director

Spectral (2016)

Lead Effects Technical Director

Independence Day: Resurgence (2016)

CFX Animator/Developer

Puss in Boots (2011)

Visual Effects Artist

Shrek Forever After (2010)

Character Effects Technical Director

How to Train Your Dragon (2010)

Lead Character Effects Artist

Turbo (2009)

Digital Compositor

Shorts (2009)

Effects Animator

Monsters vs Aliens (2009)

FX Animator

Monsters vs. Aliens (2009)

Digital Compositor

Santos (2009)

Crowd Artist

Kung Fu Panda (2008)

3D Artist / Visual Effects Tech Director

Blood and Chocolate (2007)

CFX Animator

Over The Hedge (2006)

Technical Director

The Adventures of Sharkboy and Lavagirl (2005)

Cloth / Hair Technical Director

Constantine (2005)

Cloth Technical Director

The Polar Express (2004)

Digital Effects Artist

The Day After Tomorrow (2004)

Work History
  • Effects Supervisor

    Wētā FX

    October 2015 - April 2019

    FX Supervisor on Valerian and the City of a Thousand Planets.

  • Senior FX Technical Director

    Wētā FX

    October 2015 - June 2016
    Wellington & Wairarapa, New Zealand

    Independence Day: Resurgence
    Developed and Lead queen ground interaction rig. This rig included proceduraly generated fractured ground geometry, rigid-body simulation, and fluid simulation. This was all run in line procedurally with very limited artist interaction over most of the sequence Weta did.

  • CG Lead

    The Mill

    March 2013 - October 2015
    Greater Los Angeles Area

    Leading Jobs and FX teams on larger Jobs.
    Responsible for Pipeline development in the following areas.
    General Houdini Pipeline
    Destruction Pipeline
    Fur Pipeline
    Cloth Pipeline
    Notable projects:
    Google Help!
    Position Fx Lead
    This was a larger and exciting project. I was supervising the 7 artist FX team for it. The job was 5 mins long and rendered in 360. There were hardly any cuts so all the simulations had to end naturally. I was also personally responsible for the bridge destruction at the end of the piece.
    OHSU OneDown.org
    Position: CG Lead
    This was a fun spot I was really happy with doing a lot of lookdev, layout, and animation on this one. We had a small talented team and where able to create some very compelling imagery.
    Duralast "walk the walk"​
    Position: CG Lead
    This spot was very challenging because of the sheer volume of FX we had to push through for such a relatively short spot. I was also personally responsible for all the airplane explosion but most notably the final plane crashing explosion at the end.
    Infiniti "frozen moment"​
    Position: CG Lead
    This was an interesting spot because usually when doing FX it is about the motion but this spot was about creating a static frozen set of elements. So it was fun having to look at it as a diorama instead of a moving simulation.
    Call of Duty "Epic Night Out"
    Position: FX Lead
    I liked this one just because we got to work on a call of duty spot and because I really enjoyed pushing the pipeline and the fx team at the mill to produce some very high quality FX. It paid off as well since it won the VES for best composting that year. I was also personally responsible for the helicopter explosion towards the end of the spot.

  • Mentor

    Side Effects Software

    November 2012 - March 2013

    Helped mentor side effects interns on the in and outs of Houdini specifically on the usage of Houdini for character effects tasks in the completion of a project.

  • Houdini Instructor

    Gnomon School of Visual Effects

    September 2012 - March 2013

    I currently teach a Houdini FX class at Gnomon. This is the final Houdini class in the cycle. I sought to try to create a curriculum that helps the students get the hands on knowledge of the dynamics aspect of Houdini. This class covers pyro,flip,pops,dops,hda creation, rbd solves,and advanced sops/vops.

  • Character FX Lead

    DreamWorks Animation

    May 2012 - March 2013
    Glendale, CA

    Currently one of two Show leads on the movie Turbo.
    Developed
    Grass simulation within Houdini.
    Hair simulation within Houdini.
    Feather pipeline/grooming and simulation within Houdini. This work was considered for 2014 Academy award in Science and Technology.
    A few utilitarian HDA's for CFX within Houdini.

  • CFX Animator/Developer

    DreamWorks Animation

    July 2009 - March 2013

    Puss in Boots
    Lead the development of a new feather system in CFX at DreamWorks. Also created a Houdini grooming solution to quickly create look of birds to be handled in shots. This tool set allowed quick painting of geometry to create a feather groom and allows quick iteration time with art to get look of bird. The system is currently being used on Puss in Boots and Croods.
    Ushered the implementation of Houdini into the fur simulation pipeline for Puss in Boots. Also Developed the simulation setup for the baby goose character in the film.
    How to train your Dragon
    Developed the cloth simulation of the ship sails for the movie. This included individual rigs for one off shots and a system of placing canned simulations in large shots so that the artists would not need to sim each ship individually.

  • Feather Rep/Lead

    DreamWorks Animation

    March 2011 - December 2012

    The current architecture of the feather simulation and grooming pipeline was designed by myself. So I am In charge of interfacing with R&D and the studio at large for future and current development needs of the feather pipeline at DreamWorks Animation specifically for Character FX. This includes supporting the tool set amongst artist not only on my current show but across all shows currently in production.

  • Houdini Rep/Lead

    DreamWorks Animation

    March 2011 - December 2012

    Lead the integration of Houdini in the Character Effects Department. This included interfacing with the department heads and the studio leadership from a myriad of issues including integration into the pipeline, training, and technology needs from our internal pipeline group and SideFX.

  • FX Animator

    DreamWorks Animation

    October 2008 - July 2009


    Fx Animator on Monsters Vs. Aliens and Shrek 4

    On Monsters Vs. Aliens I developed a scatter simulator for set dressing debris using DOPs within Houdini. This allowed me to quickly create a natural scattering of debris automatically and procedurally.

    On Shrek 4 I ran a smattering of FX shots including some development on a technique for allowing the witch characters to dissolve when hit with water.

  • Crowd Artist

    DreamWorks Animation

    July 2006 - June 2008

    Kung Fu Panda
    I was one of two people who worked in crowds. My responsibilities included crowd
    simulation for shot work. And pipeline development in mel and python for the cycle cloth pipeline.

  • FX Technical Director

    Framestore

    March 2006 - May 2006

    ran a variety of Houdini fx shots specifically the transition from human to wolf on the show Blood and Chocolate.

  • CFX Animator

    DreamWorks Animation

    July 2005 - March 2006


    Worked on the film "Over the Hedge" my responsibilities include cloth simulation and pipeline development for that task. I have developed a handful of PERL scripts for the pipeline. And run many shots for the show. I have also developed cloth garments for two characters on the show.

  • FX Technical Director

    R!ot Pictures

    March 2005 - June 2005

    Hired short term to develop and apply two fx shots in the feature "The Adventures of Shark Boy and Lava Girl" my responsibilities included the development of a volumetric jet trail effect for one shot and a smoke for another shot. I developed these within Maya using Maya's fluid system and particles.

  • Technical Director

    Elements Studios

    January 2005 - January 2005

    Elements was hired to consult for Method Studios on a Toyota commercial. I was involved with development and application of two effects shots in the spot. Within Houdini using particle systems, houdini vex builder, and rendering within mantra.

  • Technical Director

    CIS Hollywood

    December 2004 - January 2005

    I was Hired Short term to create a system for the feature Constantine to create the effect of a character transitioning from the filmed black hair to the replaced cg white hair. I used maya fur, Shave and a Haircut, mayaman, and PRMAN to accomplish this task. I also helped with some misc. particle effects on the show.

  • Cloth Technical Director

    Sony Pictures Imageworks

    March 2004 - November 2004

    I was working on the feature The Polar Express. I was responsible for cloth simulations of many shots in the movie. This includes simulation and clean-up of cloth, as well as following art direction using SPI's proprietary cloth pipeline.

  • 3dfx Artist

    Digital Domain

    August 2003 - November 2003

    I worked on the feature The Day After Tomorrow. I was assigned to the twister team to recreate the natural phenomena of debris being picked up by tornadoes. Within Houdini.

Education
  • Savannah College of Art and Design

    2000 - 2003
  • Tulane University

    1998 - 2000