Jumper


FEATURE FILM
ROLE: Flame Artist | VFX Compositor
VENDOR: Hydraulx
CLIENT: 20th Century Fox
VFX SUPERVISOR: Edson Williams
DIRECTOR: Doug Limon

For Doug Limon’s teleportation thriller “Jumper,” I worked on a number of shots for the final showdown between Anakin and Mace Windu … I mean Hayden Christensen and Samuel L. Jackson.

During the action-packed sequence, the showdown begins in an apartment, teleports to the bottom of a river, then concludes in a university library.

For the apartment jump, which results in the destruction of the upper floor, I contributed cracks and debris to the interior, warping and collapsing elements to the exterior, and underwater debris for when it appears beneath the river.

Also, I augmented a series of shots for the character of Millie, who’s trapped underwater due to the river teleportation. For this portion of the sequence, I composited CG bubbles and debris, as well as the environmental warp effect for the final jump back to the library.

Alien vs. Predator: Requiem


FEATURE FILM
ROLE: Flame Artist | VFX Compositor
VENDOR: Hydraulx
CLIENT: 20th Century Fox
VFX SUPERVISOR: The Brothers Strause
DIRECTOR: The Brothers Strause

Regardless of one’s opinion on this somewhat anticipated sequel’s merits, “Alien vs. Predator: Requiem” represented a huge amount of quality VFX work accomplished by a rather small team of artists.

“AVP-R” was the directorial debut of Greg and Colin Strause, owners and VFX supervisors of the mid-sized shop Hydraulx, known for producing high-end work with limited resources on a compressed timeline … among other things.

Like previous projects, this film proved to be no different, conceived as an A-level visual effects blockbuster with a B-level budget. But this time it was produced entirely in-house.

I worked on a number of shots, utilizing every trick in the book to get away with as much as possible, as quickly as possible: CG aliens and jaw strikers; CG helicopters; CG and practical blood and gore (complete with parasitic flies); practical and painted spark hits and explosions; matte paintings for wounds, landscapes, and battle damage; monitor comps; various rig removals and clean-ups; and grading of all types.