SpellboundFX.com

It's all in your mind!

About

About

I am a lead effects technical director.

I have been involved with moving pictures since a little child. My father used to run a small video production studio so I got to see and experience first hand that world quite a lot. I started playing with 3D graphics around 1995. I became so passionate with it I eventually quit my job as a service technician to pursue a career in the visual effects industry. As a self taught artist I always like new challenges. I have good problem solving skills which come from my technical background and previous work.

I have a lot of industry experience with fluid, particle, rigid body, cloth and hair effects. I like tackling complex challenges, breaking them down into smaller more manageable tasks and writing tools and creating setups for them. I quite enjoy working closely with supervisors and the production team while guiding the more junior artists.

Visual effects for me is the most rewarding way to make a living. It combines my technical abilities with my desire to create art.

Employment history

2012 - Present, Framestore - Lead Effects Technical Director

  • Guardians of the Galaxy
  • Winter's Tale
  • 47 Ronin

2010 - 2012, Cinesite - Senior Effects Technical Director

  • James Bond - Skyfall
  • World War Z
  • John Carter of Mars
  • Harry Potter and the Deathly Hallows: Part 2
  • World Invasion: Battle LA

2007 – 2010, Double Negative Visual Effects - Senior Effects Technical Director

  • The Sorcerer's Apprentice
  • The Tree of Life
  • 2012
  • Angels & Demons
  • Batman: The Dark Knight
  • 10,000 BC
  • Cloverfield
  • Harry Potter and the Order of the Phoenix

2006, Storm Studio AS - Compositor

  • Peter & the Wolf

2005, Digital Film Finland Oy - 3D Generalist & Compositor

  • Shipwreck Rudy
  • FC-Venus
  • The 9th Company

1996 - 2004, ABB Oy - Service Technician, AC-Drives, PLCs, Automation Systems

Voluntary work

2003 – 2007, www.simplymaya.com - Moderator at Simply Maya forums

Education

  • 2005, Yritysura Ky - Enterprising Course
  • 2004, Tampere Workers' Institute - Script Writing, Video Filming and Editing.
  • 2002 – 2003, Tampere Civic College - Conventional drawing course.
  • 2001, KnowledgePool Tieturi Oy - C++ Programming
  • 2000, Tampere Workers' Institute - Courses on video filming.
  • 1995 – 1998, Tampere Polytechnic University - Automation engineering.
  • 1990 – 1993, Vocational College - Electricity & Computers

Expertise

  • Languages: Finnish, English
  • Key software: Maya, Houdini, Naiad, Renderman, Arnold, 3Delight, Mentalray, Shake, Photoshop
  • Programming: C/C++, Python, Mel, HScript, Maya API, OpenGL, Shell scripting, Git, SVN, CVS
  • Operating systems: Windows, Linux , Mac OSX
  • Moderately experienced with the following software: Nuke, After Effects, 3D Studio Max, Boujou, Zbrush

Notable Software Written

 

  • kbFractureFX: A Maya plug-in which helps the task of emitting particles and fluids between rigid body meshes when they separate.
  • kbParticlesToFluid: A comprehensive plug-in for Maya which allows particles to be used as emitters and force fields for fluids. Any per-particle data can be transferred to any compatible fluid grid. Particle radius is also supported with 3D texturing capabilities.
  • kb3DTexEmitter: A Maya plug-in emitter which allows particle emission from 3D Textures, 3D Fluid textures and Projected 2D Textures.
  • kb3DTexToFluid: A Maya plug-in that takes in 3D Textures, 3D Fluid textures and Projected 2D Textures and converts them to fluid contents. Can act as an emitter too.
  • kbBakeParticleGeomInstancing: A Mel script for converting particle instanced geometry into key-frame animated geometry.
  • kbPseudoRBD: A set of tools I developed during John Carter for creating pseudo rigid body simulations. For example an animator animates two vehicles colliding (they just intersect). With these tools an FX TD can create a low polygon nCloth versions of the vehicles which take in the original animation but handles the collision and deforming properly. The actual pre-shattered render geometry is “pin” constrained to the nCloth and when the the nCloth deforms enough the system “releases” the nearest piece either as particle instanced geometry or actual rigid body object. It is also possible to drive more complex deformer rigs with the nCloths.

 

Awards

  • 2002, www.simplymaya.com - Acknowledgment - November member of the month
Publications
  • 2004, www.simplymaya.com - Authored several Maya video tutorials
  • 2003, Authored a chapter on MEL Scripting for Lance Evans' Maya: Exotic Tools book (Not published for unknown reason)
Interests and hobbies
  • Music: Guitar, Keyboards, Composing, Recording, Mixing & Mastering
  • Photo- and videography
References

References available upon request.