This page will be my space for R&D in Maya, fluids, physics, Houdini and any other program that I find is capable of some interesting output.

In my seven years in the video game industry I’ve been a Lead and Senior FX artist, a tools scripter, and a technical artist. Most of my time these days is spent Unreal Engine, however, I try to extend beyond the confines of real-time, into physics simulations, and fluid dynamics usually utilizing Maya and it’s tool-set. I find that Maya fluids is unfairly judged and is perfectly capable of some really great looking work – a good chunk of the VFX in Hollywood still uses it. Houdini has made some major in-roads in recent years but the sheer length of time Maya has been employed in the industry allows it to keep it’s foot in the door and food on it’s table.