Available to hire
I approach VFX, simulation, compositing, and technical delivery with persistence rather than believing I’m naturally “gifted.” I keep trying, learning, and finding new ways to solve problems until the result feels solid, convincing, and usable.
I want to create work where impossible images feel real—connecting Houdini FX, Blender/Maya CG, Nuke compositing, render passes, environmental effects, live-action integration, and delivery-minded organization so shots and technical components are both reviewable and production-ready.
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Language
English
Fluent
Hindi
Fluent
Work Experience
Maya Modeler / Texture Artist / Lighter
January 1, 2025 - January 1, 2026Modeled, textured, and lit a detailed room environment in Maya, balancing storytelling, form, surfacing, material response, prop placement, and lighting mood. Organized assets, materials, cameras, and final image choices with a production-aware mindset for downstream rendering, polish, review, and presentation. Maintained clean scene structure and material decisions so lighting, surfacing, and camera adjustments could be made without breaking the final rendered result.
VFX Supervisor / Render Pass + Delivery Workflow Lead
January 1, 2025 - January 1, 2026Supervised a sci-fi action short with roughly 80 VFX shots, organizing tracking tests, lens grids, actor scans, marker cleanup, roto, heat distortion, redistortion, and final colorist handoff. Used KeenTools GeoTracker in Nuke to track arm meshes from live-action plates, carried cameras/geometry into Maya, and supported render-ready CG elements for downstream compositing. Built shot assignments, feedback loops, file structure, naming habits, and delivery expectations to keep technical files findable and usable under tight post deadlines.
Maya Modeler / Texture Artist / Lighter at A Dreamer's Journey
January 1, 2025 - January 1, 2026Modeled, textured, and lit a detailed room environment in Maya, balancing storytelling, form, surfacing, material response, prop placement, and lighting mood. Organized assets, materials, cameras, and final image choices with a production-aware mindset for downstream rendering, polish, review, and presentation. Maintained clean scene structure and material decisions so lighting, surfacing, and camera choices could be adjusted without breaking the final rendered result.
VFX Supervisor / Render Pass + Delivery Workflow Lead at Resurgence
January 1, 2025 - January 1, 2026Supervised a sci-fi action short with roughly 80 VFX shots, organizing tracking tests, lens grids, actor scans, marker cleanup, roto, heat distortion, redistortion, and final colorist handoff. Used KeenTools GeoTracker in Nuke to track arm meshes from live-action plates, carried cameras/geometry into Maya, and supported render-ready CG elements for downstream compositing. Built shot assignments, feedback loops, file structure, naming conventions, and delivery expectations so technical files stayed findable, reviewable, and usable under tight post deadlines.
Director / VFX Pipeline Coordinator
January 1, 2024 - January 1, 2025Directed a 30-second FIFA x Gatorade LED-volume spot and troubleshot EXR color-space issues across Nuke, real-time tests, Blender, and final plates. Protected consistent color, contrast, timing, and shot readability while coordinating feedback between creative and technical collaborators.
Houdini Particles / Nuke Compositing
January 1, 2024 - January 1, 2025Designed Houdini particle effects and composited final elements in Nuke, iterating timing, density, lighting integration, edge behavior, and shot polish using feedback passes. Balanced FX behavior with compositing readability so the motion felt connected to the shot rather than sitting on top of the live-action/CG plate. Prepared work with attention to separate elements, review notes, and downstream handoff needs.
Houdini Environmental FX / Simulation Artist
January 1, 2024 - January 1, 2025Built a Houdini scene focused on flocking, water, terrain, atmosphere, and boat elements, emphasizing readable natural motion, scale, timing, and environmental realism. Iterated simulation density, motion behavior, lighting mood, render clarity, and final composition so the work could be reviewed as both a complete shot and organized technical components. Managed heavy cache transfers, terrain shaping, and render decisions with delivery-minded discipline to package VFX clips into clean, separate deliverable layers.
Director / VFX Pipeline Coordinator at Gatorade Become Greatness
January 1, 2024 - January 1, 2025Directed a 30-second FIFA x Gatorade LED-volume spot and troubleshot EXR color-space issues across Nuke, real-time tests, Blender, and final plates. Protected consistent color, contrast, timing, shot readability, and delivery expectations while coordinating feedback between creative and technical collaborators.
Houdini Particles / Nuke Compositing at Awakening
January 1, 2024 - January 1, 2025Designed Houdini particle effects and composited final elements in Nuke, iterating timing, density, lighting integration, edge behavior, color, and shot polish through feedback passes. Balanced FX behavior with composite readability so the motion felt connected to the shot instead of sitting on top of it as a separate technical layer. Prepared work with attention to separate elements, review notes, and downstream handoff needs, aligning with layered technical delivery expectations.
Houdini Environmental FX / Simulation Artist at Bird Murmuration
January 1, 2024 - January 1, 2025Built a Houdini scene with flocking, water, terrain, atmosphere, and boat elements, focusing on readable natural motion, scale, timing, and environmental realism. Iterated simulation density, motion behavior, lighting mood, and render clarity, then refined the final composition so effects could be reviewed both as a complete shot and as organized technical components. Managed heavy cache transfers, terrain shaping, modeling/texturing, and render decisions with a delivery mindset suited for packaging VFX clips into clean, separate deliverable layers.
Maya Environment / Volumetric Fog Artist
January 1, 2023 - January 1, 2024Built Maya city geometry, lighting, volumetric fog, and a scaled 3D-scanned object as a giant parallel-dimension creature, shaping atmosphere, depth, and environmental readability. Optimized city radius, fog density, composition, and scale so the final image communicated a grounded but impossible environment with technical control. Worked through environment layout and volumetric separation while keeping delivery-minded CG clip preparation in mind (final image and individual technical elements both need to make sense).
Maya Environment / Volumetric Fog Artist at Underworld
January 1, 2023 - January 1, 2024Built Maya city geometry, lighting, volumetric fog, and a scaled 3D-scanned object as a giant parallel-dimension creature. Shaped atmosphere, depth, and environmental readability by optimizing city radius, fog density, composition, and scale to communicate a grounded but impossible environment with technical control. Worked on environment layout and volumetric separation with the same discipline expected for rights-clear CG clip preparation, where both the final image and individual technical elements must make sense.
Blender 3D Animator / Live-Action Compositor
January 1, 2022 - January 1, 2023Modeled and animated a CG robot in Blender, textured it in Substance Painter, and composited body, shadow, and contact-shadow render passes into live-action footage. Took the shot through asset prep, lighting, pass organization, revisions, and final composite with emphasis on believable integration, contact, color, and camera perspective. Checked final pacing, shadow behavior, and composite polish so the CG element supported the shot clearly enough for review or technical breakdown.
Blender 3D Animator / Live-Action Compositor at RoboButler
January 1, 2022 - January 1, 2023Modeled and animated a CG robot in Blender, textured it in Substance Painter, and composited body, shadow, and contact-shadow render passes into live-action footage. Took the shot from asset creation through lighting, pass organization, revision notes, and final composite, emphasizing believable integration, contact, color, and camera perspective. Verified final pacing, shadow behavior, and composite polish so the CG element supported the shot and stayed clear for review or technical breakdown.
Education
BFA, Visual Effects at Savannah College of Art and Design (SCAD), USA
March 14, 2022 - May 30, 2026Qualifications
Industry Experience
Media & Entertainment
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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