I'm an experienced UK based senior CG artist and animator director who's obsessed with storytelling, performance and communication through film making. I usually work in Maya, though I am a frequent user of Unreal Engine and am currently exploring migrating my skills to Blender. I both edit and composite in After Effects. End clients have included Discovery Channel, Nokia, Lotus, JBL Harman and Intel. I've recently made my animated short film debut with Teddy on the Edge - a passion project, nearly a decade in the making. Born in Cape Town I'm is inspired by the confluence of cinema, animation, and music. When not travelling, live in London with my partner and young son.

Paul Liam Kerr

I'm an experienced UK based senior CG artist and animator director who's obsessed with storytelling, performance and communication through film making. I usually work in Maya, though I am a frequent user of Unreal Engine and am currently exploring migrating my skills to Blender. I both edit and composite in After Effects. End clients have included Discovery Channel, Nokia, Lotus, JBL Harman and Intel. I've recently made my animated short film debut with Teddy on the Edge - a passion project, nearly a decade in the making. Born in Cape Town I'm is inspired by the confluence of cinema, animation, and music. When not travelling, live in London with my partner and young son.

Available to hire

I’m an experienced UK based senior CG artist and animator director who’s obsessed with storytelling, performance and communication through film making. I usually work in Maya, though I am a frequent user of Unreal Engine and am currently exploring migrating my skills to Blender. I both edit and composite in After Effects.

End clients have included Discovery Channel, Nokia, Lotus, JBL Harman and Intel. I’ve recently made my animated short film debut with Teddy on the Edge - a passion project, nearly a decade in the making.

Born in Cape Town I’m is inspired by the confluence of cinema, animation, and music. When not travelling, live in London with my partner and young son.

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Language

English
Fluent
French
Beginner

Work Experience

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Education

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Qualifications

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Industry Experience

Media & Entertainment
    paper Island Shrine - Unreal Engine

    Each shot from this film was rendered directly out of the Unreal Engine.

    Techniques used include real-time dynamic lighting, water and particle effects, volumetric clouds and physics simulations.

    All assets created by Train of Thought Studios with the exception of reeds and mossy logs from Quixel Megascans.

    paper Pininfarina - Unreal Enviroment Showcase

    Pininfarina concept car trailer for Drive Design. Responsible for layout, previs, animation, and lighting on full two minute sequence. Extensive use of Level Sequencer for cinematic camera and vehicle animation in Unreal Engine 4.

    paper Omegaboy - Character Showcase

    These characters were sculpted in 3D, modelled and textured by myself for a production company The Smalls, London, UK. To top this off, I did a superhero transformation animation of the lead character as a showcase.

    paper MAZE - SAIC Design MG Showcase

    A selection of shots from a longer piece entitled ‘MAZE’ done by SAIC Design for end client MG. Co-animation directed the piece with another lead animator, but was largely responsible for the opening and closing sequences, which is what is shown here. Involved layout, animation, modelling, lighting and rendering in Maya / Vray.