Halo Previs (Pre-visualization) work I've done in Unreal. I was responsible for importing the animations, setting up cameras, creating FX, Lighting up the scene, and working on world-building and look dev. / Courtesy of PXO
The final shot is based on the Pre-visualization shot I worked on in Unreal listed above. / Courtesy of Paramount+
The final shot is based on the Pre-visualization shot I worked on in Unreal listed above. / Courtesy of Paramount+
The final shot is based on the Pre-visualization shot I worked on in Unreal listed above. / Courtesy of Paramount+
The final shot is based on the Pre-visualization shot I worked on in Unreal listed above. / Courtesy of Paramount+
Halo Previs (Pre-visualization) work I've done in Unreal. I was responsible for importing the animations, setting up cameras, creating FX, Lighting up the scene, and working on world-building and look dev. / Courtesy of PXO
The final shot is based on the Pre-visualization shot I worked on in Unreal listed above. / Courtesy of Paramount+
Halo Techvis work I've done in Unreal. I was responsible for importing the animations, setting up cameras and working on world-building and look dev. / Courtesy of PXO
Halo Techvis (Technical Visualization) work I've done in Unreal. I was responsible for importing the animations, setting up cameras, creating FX, Lighting up the scene, and working on world-building and look dev. / Courtesy of PXO
Halo Techvis (Technical Visualization) work I've done in Unreal. I was responsible for importing the animations, setting up cameras, creating FX, Lighting up the scene, and working on world-building and look dev. / Courtesy of PXO
Halo Techvis (Technical Visualization) work I've done in Unreal. I was responsible for importing the animations, setting up cameras, creating FX, Lighting up the scene, and working on world-building and look dev. / Courtesy of PXO
The final shot is based on the Pre-visualization shot I worked on in Unreal listed above. / Courtesy of Paramount+
During my time as a Lead Unreal Generalist for Virtual Production at Pixomondo Toronto, I was lucky enough to work with the Layout and Maya Previs team on the Paramount+ TV Show "Halo". This is a small sample of the pre-visualization work I did inside Unreal.
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I was responsible for:
- Assembling the environment inside Unreal.
- Texturing and Look Dev of the Environment.
- Organizing shots and sequences of the animations.
- Set dress the environment as per director requests, inside Unreal.
- Lighting the Scene inside Unreal.
- Rendering the previsualization shots.
- Working on FX and Atmos inside Unreal.
- I was also responsible for some client-facing tasks, such as navigating the environment during discussions