Beta tester:
• 3dsMax
Beta cycle of Elwood (2015), Phoenix (2016), Kirin (2017), Imoogi (2018), Neptune (2019), Athena (2020), Theseus (2021), Heimdal (2022), Vesta (2023), Olympus (2024)...
• Maya
From PR65 (2017) and onward
• Maya Unreal Live Link
• Motionbuilder
Previs Artist
Painting practice
March 2024 - March 2024
Dr Who Season 2 Finale
Unreal Fellowship: Animation
Epic Games
October 2023 - November 2023
• Unreal Fellowship: Animation EMEA (20th of October - 10th of November 2023)
- Anim Festival on the 17th
Unreal Fellowship: Animation is a three-week, virtual course that examines the principles of animation and the technical foundations of constructing keyframe and/or motion capture data within Unreal Engine. Since animation is such a comprehensive subject, this course focuses on animation rules and techniques such as keyframing, additive layering, and retargeting. Unreal Fellowship: Animation is open to experienced professionals in animation and motion capture. This will be the first Unreal Fellowship course to incorporate an exquisite corpse-style challenge project.
Content Creation Supervisor
Double Negative
August 2022 - September 2023
Those about to Die (2024)
Here (2024)
Coyote vs Acme (Unreleased Movie)
Time Bandits (2024)
Key Animator
Technicolor Group
May 2022 - August 2022
Disney's Snow White (2025)
Lead / Senior Previsualization Artist
Eyeline Studios
January 2021 - May 2022
London, England, United Kingdom
Leading the London branch of the Previs Department, working closely with the LA branch to create the framework of which we operate on. From defining Previs to how it ties in with the rest of the company. Creating tools and pipeline to bridge the gap between Unreal Engine and Maya. Close collaboration with VAD, Volume Capture and VFX. Creating previs for linear content.
Remote Previs
• Various pitches done in Unreal Engine.
• Meg 2: The Trench ( Warner Bros | 2023) Created creature rigs to be animated in Maya and sent to UE. Tapped into control rig versions for them in UE.
• The Three Body Problem ( Netflix | 202X) Previs animation of characters and cameras. Created metahuman characters with custom clothing. Created control rigs for them in Maya. Figured out best practices of how to round trip body & face animation (Maya>UE>Maya). Prepped briefs for mocap shoots. Worked closely with client VFX supervisor.
• Aquaman and The Lost Kingdom ( Warner Bros. | 2023) Volume capture prep: camera animation/cleanup of 3rd party prevised sequences.
• Don't Look Up ( Netflix | 2021) Previs animation of a comical space shot.
• The Flash ( DC Films | 2022) Setup a camera rig that would allow us more easily match other vendors plates as a starting point. Deconstructed VFX rigs and adjusted them to be brought over to UE. Ensured animation was loopable. Also helped out with volume capture prep for a shoot at Leavesden, UK.
• Eternals ( Marvel Studios | 2021) Helped out in creatively figuring out the scale, distance of key elements and its relationship to shot material for the World Forge. Animated cameras and cg characters.
Remote Previs
• Free Fire + Passion (Cinematic)
Camera, Character & Vehicle Animation. I was one out of three previs artists on this Cinematic.
I prevised the following chunks; from 16 to 56 seconds in, 1min 18 sec to 22, 1min 38 sec to 51 and 2min 32 sec to 3:03.
Unreal Fellowship for Virtual Production
Epic Games
August 2020 - September 2020
• Unreal Virtual Production Fellowship v2 (21st of August - 22nd of September 2020)
Epic Games has been piloting a new initiative called the Unreal Fellowship with a select group of film, animation and visual effects professionals.
The intensive blended learning experience is designed to help experienced industry professionals in film, animation, VFX learn Unreal Engine, understand the state of the art in virtual production, be able to build teams using leading technologies and techniques in the emerging field of real-time production.
Pillars of the Fellowship include Unreal online learning courses, live training, guest lectures, mentorship that focuses on Unreal Engine fundamentals, model ingestion, animation and mocap integration, look dev, lighting setups and cinematic storytelling.
With newly acquired knowledge and expertise, Fellowship members work on projects using Sequencer with assets and animation data from Epic and the Unreal Engine Marketplace.
Here's my accreditation: https://www.credential.net/2e9149be-073d-4e9f-9656-2f43a1dbb1d9
Senior Previs Artist
Passion Pictures
July 2020 - August 2020
London, England, United Kingdom
Remote Previs
• Love, Death & Robots - Season 2 ep. 2 "Ice" (Netflix)
Dir. Robert Valley. I was the only previs artist on the episode and liased directly with Director & Supervisor. Camera, character and fx animation
This episode won an 2021 Emmy Award in the category ‘Short Form Animated’.
Love, Death + Robots “Ice” Netflix, Blur Studio
Senior Previs Artist
Electric Theatre Collective
July 2020 - July 2020
Remote - Short term contract
• Intel "Concerto / Diplo" - Previs animation
Home schooling my children due to Covid-19
Myself
March 2020 - July 2020
Home schooling my children age 5 and 6, day in & out during lockdown. Never ever have I spent so much quality time with them in one go, feeling blessed :-)
Sr Previs Artist / Shot Creator @ FPS
Framestore
January 2020 - February 2020
London, United Kingdom
Short term contract
• See: season 2 ep.01 (Apple TV+ Series)
Sole previs artist on the episode @ FPS & liased directly with Creative Director, VFX Supervisor & Production.
Sr Previs Artist / Shot Creator
Proof Inc
May 2019 - October 2019
London, United Kingdom
• F9 ( Universal Pictures | 2021)
Previs & Postvis (Character, Vehicles, Camera and FX anim) and Techvis @ Warner Bros Studios, Leavesden, UK. Direct connection with second unit director for almost the whole time I was there.
Key Artist - Layout
MPC
March 2019 - May 2019
London, United Kingdom
• Maleficent: Mistress of Evil ( Disney | Theatrical Release 18/10/2019)
Camera, character animation & scene layout for the opening shot and third act battle scenes @ Soho, London UK
• Wonder Woman 1984 (2020)
Previs (Opening shot of the movie & some aerial shots) @ Soho, London UK
• The King (Netflix | 2019)
Sole previs artist (Character & Creature animation) @ Soho, London UK
• Venom (Columbia Pictures | Theatrical Release 05/10/2018)
Previs / Postvis (Creature & Vehicle animation) @ Soho, London UK
• Mission: Impossible - Fallout ( Paramount Pictures | Theatrical Release 27/07/2018)
Previs (Character & Aircraft animation, spent most time stitching together the halo jump) @ Soho, London UK
• Deeper (TBA)
Previs (Character & Deep-water vessel animation) @ Soho, London UK
• UE4 Development for realtime production (UDN membership)
- Maya 2 UE4 Pipeline - Character/Vehicle/Prop/Camera Animation - Shaders/Materials - Card Setup with UV animation / UE4 FX - Camera Sequencer - Migration between Projects and other bits...
Sr Previs Artist
Prime Focus World
May 2017 - October 2017
London, United Kingdom
Brahmastra Part One: Shiva ( Disney | 2022)
Previs (Character/Creature, Vehicle & FX animation) @ Soho, London UK
Sr Previs Artist
Painting practice
March 2017 - April 2017
Twickenham, Greater London, United Kingdom
• Watership Down (Netflix TV series; episode 2 & 4 | Release Q4 2018)
Previs (Character/Creature & FX animation) @ Twickenham Studios, UK
Sr Previs Artist / Shot Creator
Nviz
April 2016 - February 2017
London, United Kingdom
• Electric Dreams: The World of Philip K. Dick ( HBO, TV series; episode 1 & 2 | Release 2017)
Previs @ Gillette Tower, Hounslow, UK
• Robin Hood ( Lionsgate | Theatrical Release 2018)
Previs (Character & Creature Animation) @ Nvizible, Soho, UK
• The Commuter ( StudioCanal | Theatrical Release 13/10/2017)
Previs/Postvis @ Nvizible, Soho, UK
• Fantastic Beasts and Where to Find Them ( Warner Bros | Theatrical Release 18/11/2016)
Previs intro graphics/ title sequence @ Nvizible, Soho, UK
• Life ( Columbia Pictures| Theatrical Release 24/03/2017)
Previs (Character/Creature animation & Asset creation) @ Shepperton Studios, UK
• Created two realtime characters (Chris Pratt and Eddie Redmayne) as showcase of what could be done in Unreal Engine
Sr Previs Artist / Shot Creator
The Third Floor
September 2015 - April 2016
London, United Kingdom
• Joe Cornish's pitch 'Snow Crash' (commissioned through ILM London)
Previs (Character, Vehicle & FX animation) @ TTFL Soho, UK
• Kingsman: The Golden Circle ( 20th Century Fox | Theatrical Release 16/06/2017)
Previs (Character, Vehicle & FX animation) @ TTFL Soho, UK
• Wonder Woman ( Warner Bros | Theatrical Release 23/06/2017)
Previs (Character & FX animation) @ Warner Bros Studios, Leavesden, UK
• Fantastic Beasts and Where to Find Them ( Warner Bros | Theatrical Release 18/11/2016)
Postvis (Creature & FX animation) @ Warner Bros Studios, Leavesden, UK
• Doctor Strange ( Marvel Studios | Theatrical Release 04/11/2016)
Previs (Character & FX animation) @ Longcross, Pinewood Studios, UK
• King Arthur: Legend of the Sword ( Warner Bros | Theatrical Release 22/07/2016)
Postvis (Nuke compositing) @ TTFL Soho, UK
Lead Previs / Layout TD
MPC
January 2013 - September 2015
London, United Kingdom
Projects:
• The Jungle Book ( Walt Disney Pictures | Theatrical Release 15/04/2016)
Leading & supervising a previs team of 10 artists. Layout sequence lead on multiple sequences.
Involved early on with RND for the project.
• Cinderella ( Walt Disney Pictures | Theatrical Release 15/03/2015)
Previs character/creature, vehicle, fx and camera animation. I also assisted with asset creation, layout and techvis. I worked directly with brought in previs supervisor Pawl Fulker from Proof Inc.
• Fast & Furious: Supercharged (Universal Studios, available in 2015)
Previs/techvis & layout artist for a new theme park ride at Universal Studios, Los Angeles, USA.
• Into the Woods ( Walt Disney Pictures | Theatrical Release 24/12/2014)
Sole previs character/creature, fx and camera animator for two out of three sequences, for which I also created sets.
• Exodus: Gods and Kings (20th Century Fox | Theatrical Release 12/12/2014)
Previs artist on a few selected shots. 1) Establishing shot for the main battle in the movie, 2) Animated horses & chariots falling down a ravine. 3) Animated horses and debris in water and the proceeding of an enormous tidal wave.
• Guardians of the Galaxy ( Marvel Studios | Theatrical Release 01/08/2014)
Postvis layout of Xandar Mall sequence and various aerial sequences.
Camera takeovers, anim blocking on characters and aircrafts
• Maleficent ( Walt Disney Pictures | Theatrical Release 30/05/2014)
Previs/Postvis character, camera animation and scene layout.
Set buildup/dressing for keylook: Liaising with multiple departments; Assets/Scenic, DMP, FX, Groom, Lighting & Software.
• 300: Rise of an Empire ( Warner Bros | Theatrical Release 07/03/2014)
Previs/Postvis character, camera animation and scene layout for 59 shots.
Lead layout artist on the Hellespont sequence.
• Monuments Men (07/02/2014) Postvis layout
• Frankenstein (2015) Techvis
• The Interview (2014) 'Pitch', Techvis artist
• Lazarus (2016) 'Pitch', Previs artist
Generalist TD
Double Negative
March 2011 - November 2012
London, United Kingdom
Projects:
• Louis Leterriers pitch 'Low Gravity'
I created the previs for the five shots in the test; animation on cameras, buildings, cars. I conceptualised a destroyed moon in Zbrush. I worked on look development (textures for buildings) as well as creating debris for fx
• Total Recall ( Columbia Pictures | Theatrical Release 03/08/2012)
Worked on 140+ shots with animation layout predominantly for elevator chase, car chase and china fall sequences
• The Dark Knight Rises ( Warner Bros. | Theatrical Release 20/07/2012)
Worked on 12 previs to postvis shots; animation on aircrafts, missiles and vehicles.
• John Carter (Walt Disney Pictures | Theatrical Release 09/03/2012)
Worked on 26 cfx shots for the lead creatures of the movie; Sola, Tars, Tal and Woola.
I animated muscles & tendons firing on the characters and ran fat/jiggle simulations on them. I was also one out of four nominated individuals at Dneg responsible to run hero facial simulation shots (done with Maya ncloth).
• Captain America - The First Avenger (Marvel Studios | Theatrical Release 22/07/2011)
Worked on 32 shots; postvis layout, animation on aircrafts/ environment/ cameras, FX layout (Clouds), lighting and rendering.
Project:
• Honda Jazz "This Unpredictable Life" - (Print) Lead Artist for the print side of the campaign. Worked with layout, lighting, rendering & compositing
Freelance Senior CGI Artist
Prime Focus World
July 2010 - October 2010
London, United Kingdom
Projects:
• UK Home (UK) - (TV Ident) Animator
• Burberry (UK) - (Web) Modeling, Texturing, Shading, Layout, Rendering & Compositing. Was appointed Lead 3D Artist for the last month and a half of the project.
Freelance Character TD
Picasso Pictures
June 2010 - July 2010
London, United Kingdom
Project:
• McDonalds "Crooner" (US) - (TV ad) Character TD; Creature Rigging & Feather/Fur system
Senior CGI Artist
Taylor James
October 2009 - July 2010
London, United Kingdom
Responsibilities; Setting up the animation pipeline & managing the animation department, managing junior staff, improving communication between departments. I worked on several undisclosed in house projects which aimed to deliver higher image quality output as well as create material for new businesses.
Projects:
• American Express (US) - (TV ad) Lead Artist, Animation, Texturing, Shading & Rendering & 2D Effects
• American Express (US) - (Print Campaign) Lead Artist, Layout, Texturing, Shading & Rendering
• Rolex (Switzerland) - (Web Campaign) Texturing, Shading. Lighting, Rendering, FX & Compositing
CGI Artist / Animator / Concept Artist
Burrows
November 2007 - October 2009
Shenfield, United Kingdom
Responsibilities; Setting up the pipeline for handling and rendering cars in Autodesk Maya (the studio predominantly used 3dsMax), creating material for new businesses, animation.
Projects:
• Mazda 2010 (All new vehicles; 2, 3, 6, Cx-7, Mx 5 etc ... ) Animation. Shading, Rendering & Compositing
• Bell Helicopter Transformer Pitch - Storyboard, Modelling. Rigging & Animation
• Range Rover Engine - High res. images (5K) for print. Shading & Texturing. Rendering and Retouching
• Lincon MKS 2010 - Animation, Shading, Rendering & Compositing
• Range Rover 2010 Sport - Interior & Exterior Master scene build up, Animation
• Ford Transit Connect 2009 - High res. images (6K) for print; Light setup/ Shading, Rendering and Retouching
• Ford CMax 2009 - High res. images (6K) for print; Light setup/ Shading, Rendering and Retouching
• Mazda MX5 2009 - Exterior Master scene build up & high res. images (6k) for print
• Ford Ka 2009 - High res. images (10K) for print; Light setup/ Shading, Rendering and Retouching
• Avon Tyres - Character Rigging / Character Animation
• The FA Cup - Art Direction (treatment)
• Ford Flex 2008 - Animator
• Ford Fiesta 2008 - Art Direction (treatment) / Interior Master scene build up
• Ford Kuga 2008 - Layout, Animation, Render & Vfx Artist
• Landrover Concept Car “LRX” - Animator / Art Direction (treatment) first shown at 2007 Detroit Motor Show
CEO
Trendy
2004 - 2009
Stockholm, Sweden
My company, that I've been using when working as freelance artist at production/ post production companies in Stockholm, Sweden.
Companies I worked with/for:
Against All Odds, Fido Film, Syndicate, Visual Art, Pine Film/AMG, Grin, Milford Animation and Film, Oblivion Games, Gomba, Nkel, NorthPlay, Neverborn Ent, Perfect Fools, Alphaville...
Feature Film:
American Teen Movie (US 2007) https://www.imdb.com/title/tt0486259/
Post Production & Branding:
Tele2 (Sweden 2007)
Friskies (US 2007)
Snuggle (US 2007)
Pedras (Portugal 2007)
University of Tenneese (US 2007)
British Telecom (UK 2007)
Lifesavers (US 2007)
Telenor (Sweden 2007)
Tylenol (Canada 2006)
The Carphone Warehouse (UK 2006)
MER (Sweden 2006)
NIBE (Sweden 2006)
Aftonbladet (Sweden 2006)
Solo Jeans (Sweden 2006)
Fazer (Baltic States 2006)
Fortum Real Estate (Sweden 2006)
FM Mattson (Sweden 2006)
Games:
Tom Clancy's Ghost Recon Advanced Warfighter 2 ( PC version) release Q2 2007.
Battlefield 2142 (PC version) released Q3 2006 (Branding)
Starshine Legacy (PC version) first in series of four released in Q2 2006
Concept Work for future installments in Esport series commisioned by Jadestone (2005)
Guest Lecturer
Nackademin
October 2007 - November 2007
Stockholm, Sweden
Held a compact and comprehensive course in advanced realtime graphics for senior students.
Discussed; Level of detail, normal mapping/parallax mapping, blend maps, vertex colour, post production fx such as glare, bloom, smoke, fire, water, abbreviations, texturing, mapping techniques, different game engines, new technology... and obviously much, much more...phew
Freelance CGI Artist
Gomba & Nkel Kommunikation AB
October 2007 - October 2007
Stockholm, Sweden
Project:
• The Body Shop (SWE) – (Web) Modelling, shading, lighting, rendering and compositing.
Freelance CGI Artist
Milford Film & Animation AB
October 2007 - October 2007
Stockholm, Sweden
• Tele2 (SWE) - (TV ad) Character with blendshapes, architectural, cellphone & props modelling & texturing.
Freelance CGI Artist
Alphaville HB
July 2007 - July 2007
Stockholm, Sweden
Project:
Friskies (US) – (TV ad) Character animation, rendering and a lot of scene fixes.
Freelance CGI Artist
Fido Film
June 2007 - July 2007
Stockholm, Sweden
Projects:
• Snuggle (US) – (Web) Character modelling, RND fur system.
• Pedras (Portugal) – (TV ad) Texturing a seal (colour and displacement maps).
Freelance CGI Artist
againstallodds
February 2007 - June 2007
Stockholm, Sweden
Projects:
• American Teen Movie (US) – (Feature Film) Lead Artist; character & creature modelling/texturing/rigging/animation.
• University of Tennessee (US) – (TV ad) Architectural/props modelling/texturing.
• Telenor (SWE) – (TV ad) Environment modelling & cloth animation (syflex simulation).
• British Telecom (UK) – (TV ad) Character & architectural modelling and texturing.
• Lifesavers (US) – (TV ad) Fruits modelling & texturing/ shading, animation and rendering, Venetian drapers animation.
• Norma Jean (US) – (Pitch) Character rigging, animation, modelling, rendering & compositing.
• K-Mart (US) – (Pitch) Character rigging, animation tweaks, modelling & texturing character props.
Freelance CGI Artist
Perfect Fools
March 2007 - March 2007
Stockholm, Sweden
Project:
• SBAB (SWE) – (Web) Camera map animation, car animation & water creation.
CGI Artist
Grin
October 2006 - February 2007
Stockholm, Sweden
Project:
• Tom Clancy’s Ghost Recon Advanced Warfighter 2 (PC.) - 3D Artist (landscapes & architecture).
Project:
• Fortum (SWE) – (Print) Interior & Exterior visualization of a concept house.
Freelance Previz Artist
Syndicate Entertainment AB
June 2006 - June 2006
Stockholm, Sweden
Project:
• Nibe (SWE) – (TV ad) Pre visualization; camera animation and scene setup/modelling. Export to a Milo Motion Control (camera rig).
Internship CG Generalist
Visual Art AB
February 2006 - May 2006
Stockholm, Sweden
Projects:
• The Carphone Warehouse (UK) – (TV ad) Character animation, rigging & modeling including props.
• EA (DICE) - Battlefield 2142 – (PR) EA & BF2142 visual profile, logo animation & storyboard, concepts.
• Aftonbladet (SWE) – (TV ad) Swimsuit Edition w. Victoria Silverstedt; magazine browse through (animation).
• SVT & TV4 (SWE) – (Pitch) World Cup 2006; Concept & Storyboard.
• Solo Jeans Store (SWE) – (New media) Modelling, texturing, rigging, tracking & animation.
• Fazer (SWE) – (TV ad) Dumle chocolate tablet; modelling, texturing and animation.
• MER (SWE) – (TV ad) Modelling, texturing, light setup of cityscape and assisted on mattepainting.
• FM Mattson (SWE) – (Print) Texturing, shading & light setup.
Internship CG Generalist
Oblivion Games AB
March 2005 - June 2005
Stockholm, Sweden
Projects:
• Starshine Legacy - Modelling, texturing & rigging.
• Esports (commisioned by Jadestone) - Concept work consisting of 3d spins and animations of three sports arenas; soccer, basketball & formula 1. Modelling, texturing, light setup, animations and rendering.
Jack of all trades
Asstoad Productions
January 2005 - June 2005
Karlshamn, Sweden
Projects:
• Blowbos Adventure; idea conceptualist and public relations.
(Second runner up at Swedish Game Awards 2005 mobile games category).
• No Matter What; presenter, production manager, art lead, 3d modeller and teaser video editor.
(Winner of Game Concept Challenge 2005 hosted by Gameport in Karlshamn).
The jury consisted of game veterans such as Martin Walfisz (Founder of Massive Entertainment AB (Now an Ubisoft studio), David Polfelt (Founder of Bad Robot AB, now CEO of Massive Entertainment), Tobias Andersson (Former business developer at DICE AB) amongst others.
The motivation from the jury:
"For a flawless presentation that generates an enormous curiosity and that would almost certainly guarantee further negotiations with a publisher. For a concept that immediately creates a longing to play the actual game - despite the fact that the amount of gameplay shown so far is minimal! The group has a clear vision with a complete and consistently executed concept. With their superb documentation they leave us with the conviction that they will be able to handle the many challenges they are about to face."
Concept Artist
NorthPlay HB
October 2004 - December 2004
Stockholm, Sweden
Concept art for a un-named title
Character Artist
Neverborn Entertainment Ltd
April 2004 - September 2004
London, United Kingdom
Remote work - I created character models and rigs for the independent game Thalus Online