There are a few companies I've always wanted to work with for their passion and commitment to the work. Some studios, artists, and technical minds refuse to settle for anything that isn't completely stunning. Blizzard's cinematics department has been creating absolutely amazing visuals for their products for years that have set standards for excellence and left the visual effects community in awe. I recently had a freelance opportunity to join them as an FX Artist.

Reaching their front gate was a personal achievement to say the least, so for now I'll be taking a temporary break from Manhattan and enjoying the warm weather of the west coast.


My first project with Bigstar here in NYC was the Game of Thrones season 7 teaser trailer in 2017. It was one of the most fun projects I've had the pleasure of working on and since then, I've been able to frequently rejoin the team for more really cool projects including The Purge, The Americans, and Man in the High Castle.

Bigstar's summer newsletter included an artist spotlight making me look like a badass while highlighting some of our endeavors together! I'm looking forward to the next one!



My good friend Romain Faure has completed his new website showcasing his unparalleled work lighting, surfacing, and compositing. I had the pleasure of working with Romain on many projects and his work is inspiring. Bravo, mon pote.


My latest progress in learning procedural effects Houdini, this time with more practice in lighting and rendering with Arnold. Check it out.


I had the pleasure of writing an article for one of my favorite publications - CG Society. Since I started in CG, I've learned a lot from the community on CG Society. The artists are some of the most talented you'll find in the world and the publication is dedicated to showing the very best so I was honored to be included. Check it out: http://www.cgsociety.org/news/article/3575/dynamic-effects-in-4k-with-josh-clos


Trying out constraints and destruction by ripping a shed apart in Houdini. Read more about it here.


A while back, I did a walk-through on how to make a hexagon grid in 3DS Max and tonight I did the same thing in Houdini with SOPS. I was going to put together another tutorial about it but it's the exact same math as I outlined in this post so I'll spare myself the time. The Houdini setup has more controls and is easier to use though.

Check out some screenshots

The density parameter allows re-scaling of the grid

 The height can be randomized with control of the upper and lower limits as well as control based on proximity to a point, in this case the center of the sphere

 The limits can be reversed

 The density parameter is technically limitless but since it's copied SOP geometry, it's going to require some RAM. I went up to 160,000 hexagons without any trouble but it bumped my ram usage up to 1gb


I recently worked with the talented folks at Bigstar on the Game of Thrones Season 7 Tease. Pop on some headphones and fullscreen this thing. For details on the FX and dynamics, check out this link.


If you love FX & dynamics (which you do), then you'll love the 2016 reel of my friend and mentor, Mike Zugschwert. You go, girl.


Realflow has started their 2017 Xpert certification and was kind enough to offer my inclusion to the program. You'll be seeing some more from me this year involving Realflow including tutorials I have planned to work out some complex fluid effects. If anyone has specific effects they would like to see demonstrated, send me a message and I'll respond to popular demand. Here's to another year of particle simulations!

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