3D Animation
Jane.
The chimpanzee moves between expressive gestures, quiet reactions and full-body interaction with the children. The creature shots extend that range to swimming and grounded locomotion.
Performance, gesture and physical interaction.
Eye line, head direction and hand gestures carry the reaction; changes of support and weight connect the chimpanzee to the live-action scene.



A shark and a gharial.
Swimming, gliding and grounded locomotion for two very different anatomies.

Resident Evil: Welcome to Raccoon City.
The Licker sequence shows close physical interaction and abrupt changes of pose. The truck sequence provides a different scale of movement through turning, tilt and impact.
Creature action. Vehicle momentum.


Spider-Man: No Way Home.
Two distinct contributions appear in the reel: the articulated tentacles around Doctor Octopus, followed by suit roto animation across Peter Parker’s movement in the interior sequence.
Articulated motion and suit roto animation.


Raised by Wolves.
A wide shot establishes the relationship between Mother and the serpent. The closer view makes the separate paths of the tentacles visible as the creature moves through the scene.
Scale and overlapping motion.


Halo.
Combat, balance and shifts of weight in the Elite sequence, alongside creature contact and vehicle motion.
Combat, balance, weight.

Nightmare Alley.
A short creature shot in a dark barn interior: the hen is animated in the hands of a live-action performer.

Vikings: Valhalla.
Arrow animation in a battle sequence, as the charge reaches the wooden defences.

Creature design.
The reel’s creature-design chapter includes modeling, texturing, rigging and animation, with Maya controls and Houdini muscle and tissue demonstrations.
Rigs, muscle and locomotion.



