Cosa VFX: FX Houdini Artist

Cosa VFX: FX Houdini Artist

Dear Hiring Manager,


Thanks for taking a look at my application and my work. This page will walk you through why I think I would be a good fit at CoSA as an FX Houdini Artist.

Client

Pika

Year

2025

Category

job Application

TL;DR

I am really passionate about CG and pushing it's boundaries. One of the reasons I started doing Houdini and FX is because it always felt like I was experimenting with the newest most capable tool in the industry. I have a ton of experience working in fast moving environments. I worked at The Mill for 3 years, till the day they closed their doors. Since then I have been working in several places like Framestore, ARC Creative, etc. I am proficient with Nuke, Unreal Engine, Arnold, Redshift, etc. I have worked with almost every major software in the industry.


I have a background in Computer Science so I am also very comfortable and proficient at developing software and tools. I love solving complex problems and providing people with better solutions. I am very comfortable with JavaScript, Python and C++.


I also know a lot of dad jokes!

I am really passionate about CG and pushing it's boundaries. One of the reasons I started doing Houdini and FX is because it always felt like I was experimenting with the newest most capable tool in the industry. I have a ton of experience working in fast moving environments. I worked at The Mill for 3 years, till the day they closed their doors. Since then I have been working in several places like Framestore, ARC Creative, etc. I am proficient with Nuke, Unreal Engine, Arnold, Redshift, etc. I have worked with almost every major software in the industry.


I have a background in Computer Science so I am also very comfortable and proficient at developing software and tools. I love solving complex problems and providing people with better solutions. I am very comfortable with JavaScript, Python and C++.


I also know a lot of dad jokes!

TL;DR

I am really passionate about CG and pushing it's boundaries. One of the reasons I started doing Houdini and FX is because it always felt like I was experimenting with the newest most capable tool in the industry. I have a ton of experience working in fast moving environments. I worked at The Mill for 3 years, till the day they closed their doors. Since then I have been working in several places like Framestore, ARC Creative, etc. I am proficient with Nuke, Unreal Engine, Arnold, Redshift, etc. I have worked with almost every major software in the industry.


I have a background in Computer Science so I am also very comfortable and proficient at developing software and tools. I love solving complex problems and providing people with better solutions. I am very comfortable with JavaScript, Python and C++.


I also know a lot of dad jokes!

Advertising Showreel

I have worked with major clients like Apple, Meta, Amazon, Riot Games, Xbox, etc. I am very proficient in all the 3D and 2D content creation software like Houdini, Maya, Cinema4D, Nuke, Blender, After Effects, Unreal Engine, etc.


I have also worked on several Super Bowl commercials, I worked on 5/58 unique Super Bowl commercials in 2025. One of the ones I worked on for Reese's Chocolate aired right before Kendrick's half time show, which was the most viewed half time show ever. You can look at all these projects on my Work page.

Advertising Showreel

I have worked with major clients like Apple, Meta, Amazon, Riot Games, Xbox, etc. I am very proficient in all the 3D and 2D content creation software like Houdini, Maya, Cinema4D, Nuke, Blender, After Effects, Unreal Engine, etc.


I have also worked on several Super Bowl commercials, I worked on 5/58 unique Super Bowl commercials in 2025. One of the ones I worked on for Reese's Chocolate aired right before Kendrick's half time show, which was the most viewed half time show ever. You can look at all these projects on my Work page.

Project Grace

Project Grace

Supervising Experience

Supervising Experience

Below are some of the projects that I have had the opportunity to oversee and work with the team to achieve the desired result in the most efficient way possible.


Lay’s Messi was a 2 week project, in which we had to make the goats, add fur to them, make them into crowd agents and then make it look decent. It was very time constraint as we had to release it on the day Messi announced he was joining Inter Miami FC. I was responsible for supervising the CG team and designing the final top view look of Messi made out of goats.


Fun Fact: Please don’t tell anyone this, the spot says there are 807 goats in it for the 807 goals of Messi, but there are over 2000 goats in the scene as the face didn’t look very good with only 807 goats.

Below are some of the projects that I have had the opportunity to oversee and work with the team to achieve the desired result in the most efficient way possible.


Lay’s Messi was a 2 week project, in which we had to make the goats, add fur to them, make them into crowd agents and then make it look decent. It was very time constraint as we had to release it on the day Messi announced he was joining Inter Miami FC. I was responsible for supervising the CG team and designing the final top view look of Messi made out of goats.


Fun Fact: Please don’t tell anyone this, the spot says there are 807 goats in it for the 807 goals of Messi, but there are over 2000 goats in the scene as the face didn’t look very good with only 807 goats.

Supervising Experience

Below are some of the projects that I have had the opportunity to oversee and work with the team to achieve the desired result in the most efficient way possible.


Lay’s Messi was a 2 week project, in which we had to make the goats, add fur to them, make them into crowd agents and then make it look decent. It was very time constraint as we had to release it on the day Messi announced he was joining Inter Miami FC. I was responsible for supervising the CG team and designing the final top view look of Messi made out of goats.


Fun Fact: Please don’t tell anyone this, the spot says there are 807 goats in it for the 807 goals of Messi, but there are over 2000 goats in the scene as the face didn’t look very good with only 807 goats.

Technical Director Experience

Technical Director Experience

Most of my TD work has been with Technicolor. I have contributed to their pipeline and made HDAs and tools that save the company time and money. I’d like to highlight one of the tools I have been working on recently.


At The Mill, we store the data for huge environments in XML file format, that has all transform values and paths to all the assets. These environments are usually used in pre rendered commercials but recently we had a project that was both a rendered commercial but we also had to supply a VR scene to the client in Unreal. So I made a tool that takes in the XML file as an input and recreates the environment in the Solaris context of Houdini (LOPs) and helps us export a USD file to import in Unreal. The tool also queries our farm Ftrack through an API to fetch shader information.


During the development of this tool, we came across some optimizations that have now been implemented which resulted in ~25% faster render times with Arnold and almost 10 fold improvement in load times and viewport performance.

Most of my TD work has been with Technicolor. I have contributed to their pipeline and made HDAs and tools that save the company time and money. I’d like to highlight one of the tools I have been working on recently.


At The Mill, we store the data for huge environments in XML file format, that has all transform values and paths to all the assets. These environments are usually used in pre rendered commercials but recently we had a project that was both a rendered commercial but we also had to supply a VR scene to the client in Unreal. So I made a tool that takes in the XML file as an input and recreates the environment in the Solaris context of Houdini (LOPs) and helps us export a USD file to import in Unreal. The tool also queries our farm Ftrack through an API to fetch shader information.


During the development of this tool, we came across some optimizations that have now been implemented which resulted in ~25% faster render times with Arnold and almost 10 fold improvement in load times and viewport performance.

Technical Director Experience

Most of my TD work has been with Technicolor. I have contributed to their pipeline and made HDAs and tools that save the company time and money. I’d like to highlight one of the tools I have been working on recently.


At The Mill, we store the data for huge environments in XML file format, that has all transform values and paths to all the assets. These environments are usually used in pre rendered commercials but recently we had a project that was both a rendered commercial but we also had to supply a VR scene to the client in Unreal. So I made a tool that takes in the XML file as an input and recreates the environment in the Solaris context of Houdini (LOPs) and helps us export a USD file to import in Unreal. The tool also queries our farm Ftrack through an API to fetch shader information.


During the development of this tool, we came across some optimizations that have now been implemented which resulted in ~25% faster render times with Arnold and almost 10 fold improvement in load times and viewport performance.

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MAD PIXELS

MAD PIXELS

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