CG generalist and VFX artist based in London, 20+ years in commercial and brand work. I take a shot from brief to final delivery on my own. Modelling and look development in 3ds Max or Blender, rendering in V-Ray, Redshift or Corona, then compositing and grading in After Effects, Nuke and DaVinci Resolve. Most of my work is product CGI and brand films. Campaigns include Beko, Grundig, VitrA, Coca-Cola, P&G and Unilever. I also do camera tracking and plate integration, and I use Unreal Engine for real-time and virtual production work. On top of that I build AI-assisted steps into the pipeline (ComfyUI, video models) where they genuinely save time on a shot. Available now. I work remotely or on site in London, on single shots or full projects.

Efe Kose - Ai&Cg Generalist

CG generalist and VFX artist based in London, 20+ years in commercial and brand work. I take a shot from brief to final delivery on my own. Modelling and look development in 3ds Max or Blender, rendering in V-Ray, Redshift or Corona, then compositing and grading in After Effects, Nuke and DaVinci Resolve. Most of my work is product CGI and brand films. Campaigns include Beko, Grundig, VitrA, Coca-Cola, P&G and Unilever. I also do camera tracking and plate integration, and I use Unreal Engine for real-time and virtual production work. On top of that I build AI-assisted steps into the pipeline (ComfyUI, video models) where they genuinely save time on a shot. Available now. I work remotely or on site in London, on single shots or full projects.

Available to hire

CG generalist and VFX artist based in London, 20+ years in commercial and brand work.

I take a shot from brief to final delivery on my own. Modelling and look development in 3ds Max or Blender, rendering in V-Ray, Redshift or Corona, then compositing and grading in After Effects, Nuke and DaVinci Resolve. Most of my work is product CGI and brand films. Campaigns include Beko, Grundig, VitrA, Coca-Cola, P&G and Unilever.
I also do camera tracking and plate integration, and I use Unreal Engine for real-time and virtual production work. On top of that I build AI-assisted steps into the pipeline (ComfyUI, video models) where they genuinely save time on a shot.
Available now. I work remotely or on site in London, on single shots or full projects.

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Language

English
Advanced
Turkish
Fluent

Work Experience

Senior CG Generalist & Compositor at Freelance (UK / London)
July 1, 2025 - Present
Creating high quality CGI and compositing work for commercial and film productions. Responsible for full 3D pipelines, including modeling, shading, lighting, rendering, and integration with live-action footage. Experienced in using 3ds Max, Blender, V-Ray, Redshift, and Unreal Engine to produce photoreal visuals and animated product shots. Handling compositing and finishing tasks in After Effects and DaVinci Resolve, adapting workflows to project needs.
Head of CG & Virtual Production Supervisor - East London at Bad Star Studios
May 1, 2019 - July 31, 2025
Led the studio's full transition to Virtual Production, building real-time pipelines in Unreal Engine and integrating Mo Sys StarTracker systems for green-screen shoots. Directed on-set VP supervision for major commercial projects, coordinating lighting, lens calibration, and environment optimization in real time. Developed in-house asset libraries, shader systems, and photogrammetry workflows to accelerate production quality. Oversaw creative and technical direction across 3D, compositing, and AI-assisted workflows, ensuring seamless delivery from pre-production to final grade. Initiated R&D in real-time rendering and AI integration, pioneering techniques that enhanced visual fidelity and workflow efficiency across the studio.
Cg Generalist at Digital Panorama
February 1, 2016 - September 30, 2018
Created 3D animations and photoreal product visualisations for flagship campaigns of Beko, Grundig and VitrA, including environment and material work. Handled the full 3D production pipeline personally: modelling, texturing, rigging, lighting, V-Ray rendering, motion graphics and compositing.
VFX Artist & 3D Artist at Freelance
February 1, 2014 - February 1, 2016
As a key 3D Artist and Compositor, delivered high-impact VFX for fast-paced television commercials for Coca-Cola, P&G, and Unilever. Executed end-to-end production tasks across the pipeline, including modeling, lighting, tracking, keying, and final compositing to achieve seamless integration with live-action footage.
3D Artist & VFX Artist at Mojo FX
February 1, 2006 - January 31, 2014
Delivered end-to-end VFX and 3D production for television commercials; 3D modelling, lighting, tracking, keying and compositing. Executed large-scale installations including a 12,000m² mountain projection and collaborated with Turkish brands and national campaigns.

Education

Green Screen & ICVFX Course at Mo-sys Academy
January 1, 2005 - January 1, 2009
Radio, Television and Cinema at Marmara University
January 11, 2030 - October 20, 2025
BSc Computing at Bathspa University
January 1, 2025 - August 24, 2026

Qualifications

Mo-sys Academy Technician Green Screen & ICVFX Course
January 1, 2024 - January 31, 2024
Bachelor's degree in Radio, Television and Cinema
January 11, 2030 - January 13, 2026

Industry Experience

Media & Entertainment, Consumer Goods, Government, Professional Services, Software & Internet, Education, Computers & Electronics
    Showreel 2026

    Selected CG and VFX work from 20+ years in commercial and brand production.

    Product CGI and brand films for Beko, Grundig, VitrA, Coca-Cola, P&G and Unilever, plus creature and environment work, large-scale projection mapping and real-time virtual production.

    On most of these shots I handled the full pipeline myself: modelling and look development in 3ds Max and Blender, rendering in V-Ray, Redshift and Corona, camera tracking and plate integration, then compositing and grading in After Effects, Nuke and DaVinci Resolve.

    Character & Creature Reel

    Character and creature work from commercial and brand productions.

    Sculpting and modelling in ZBrush and 3ds Max, look development and grooming, then lighting and rendering in V-Ray and Redshift. Shots include the GSK “Wheezy” campaign creature, built from high-detail sculpt through retopologised low-poly geometry to final composite.

    Full pipeline on most of these: design through modelling, texturing, rigging support, lighting, rendering and final comp in After Effects and Nuke.