In August I entered the VFC challenge by Form Studios, along with helping some friends make their own films I made this one. The Orb, using real-time green screen compositing with Unreal Engine. (Soon I will make a full breakdown of the process).
In June I got accredited as an Unreal Authorised Instructor for the year of 2025, something I hope to continue achieving every year.
From March to May I had the opportunity to provide some remote Lectures for the National Film and TV School teaching their students key essentials to both Virtual Production workflows and Unreal Engine itself.
At the same time I also had made significant improvements to my "DIY VP" setup which I also had the opportunity of teaching / showcasing to the students.
From February to April I once again had the wonderful opportunity to continue teaching at the Academy of Live Technology, teaching the new generation of MSc. VP Students.
In April I spent a week at the National Film and TV School in both a Lecturer and Technical Support capacity (For Disguise & Unreal Engine) as part of their Cert. VP course. It was a really fun couple of days culminating in 2 short Volume shoots. The students did amazing work and took to the crash course really well, adapting when needed on the fly. I can't wait to see what each of them will produce in the future. Overall an amazing weekend meeting and talking to new people both tutors, industry professionals and students alike.
Since Nov 2024 I have been freelance lecturing at various different institutions, the primary of which is the Academy of Live Technology, where I have been providing Virtual Production specific lectures.
I have also provided training to staff at locations such as the National Film and TV School. Where I provided Virtual Production based training for their staff, as seen in my NFTS portfolio of work section.
In January 2025 I provided training to the staff at the National Film and TV School. Where I showcased and trained the staff on how to use Disguise and RenderStream based workflows with Unreal Engine 5 on Virtual Production LED/Volume based sets.
In an attempt to see how cheap a usable Virtual Production setup could be I created a Green Screen composite based setup utilising VCam, Unreal Engine, a phone, laptop and camera. This setup allows for 3d spatial tracking in a scene in real time with a comfort monitor composite and dual outputs for recording in higher quality for later final composite.
The new versions (one including a SteamDeck) will be shown at StartingPixel25.
In November 2024 I assisted Polestar Productions, who needed last minute help with delivering lectures showcasing their Moving head mirror projectors at Academy of Live Technology. I provided assistance by programming Disguise to showcase how these projectors can be utilised within the Disguise ecosystem.
In april 2024 I gave a talk / presentation at the international OISTAT Symposium, showcasing the LotRT R&D project showcased in my portfolio of work.
To see the full presentation it is either on YouTube.
Youtube:
As the finale to my MSc. in Virtual Production, I created a research paper called "Beyond the Wall", investigating various working methodologies of VP, with both first hand and second hand evidence. These workflows included; LED Wall/Volume production, Green Screen, Yellow Screen/Sodium Vapour, Motion Capture and Live Event Visuals.
Video presentation of work is coming soon.
In January 2024 I worked on a BBC R&D project where I created/provided real-time procedural and dynamically reacting content/visuals, to be displayed behind an artist.
Unreal Engine 5 was utilised to create the visuals.
The BBC Article can be seen at this link:
(Photos shown are prototype versions of the visuals without the artists song or branding due to privacy)
As part of my final project for my MSc., I created a live event where procedurally generated visuals were created based on what each musician was doing. In the case for the drummer - this meant creating a Piezo-Electric Arduino based system which provided telemetry data to Unreal Engine over OSC in real time. This approach was similarly used for the Guitar, Bass Guitar and Vocalist by using an intermediary of Isadora to create the telemetry data.
More information can be found on my MSc, VP major project work section called "Beyond the Wall".
As part of my MSc. I create a short film called "Turing Test" based around ideas created within Blade Runner and Westworld (HBO). It was created within a Virtual Production set, utilising a multitude of programs along with a prototype I had been working on called LotRT (Lights of the Round Table).
Despite adverse conditions for filming the film managed to be completed within the time frame and has been used as a demonstration for how the LotRT system can reduce costs for indie film makers.
Whilst doing my MSc. I developed a prototype rotating stage for use within Virtual Production sets. Utilising off the shelf cheap parts making it affordable. This tool was then utilised making the "Turing Test" for my MSc., along with being presented at the International OISTAT symposium (Both of which have more information on this project).
Parts were designed and modelled within Autodesk Inventor and printed on an FDM printer utilising CURA.
As part of my MSc., I investigated "yellow screen" technology. This is the process of using Sodium Vapour lights to create optical mattes by filtering the specific wavelength of light outputted by Sodium Vapour lights. More information about this can be found on my MSc. VP final project work page titled "Beyond the Wall".
An experiment into creating an anamorphic look with non-anamorphic lenses. Whilst still a prototype, the filter - created within Autodesk Inventor and then printed using Cura and an FDM 3d-printer - worked in creating an anamorphic bokeh (as evidenced in the video) with a set of vintage Japanese lenses attached and adapted to fit a RED Magic Comodo 6k camera.
This is an animation made as part of PWNISHER's "Bossfight" 3d-challenge. It was rendered and animated within Blender.
BossFight challenge:
Clinton Jones:
https://www.youtube.com/@pwnisher/aboutThis is a still/poster from an upcoming - WIP - animation based on Charge of the Light Brigade. The animation is being made within Unreal Engine, utilising Motion Capture Technology.
This render is inspired by the "infinite Journeys" challenge by VFX artist Clinton Jones. Everything in the scene (except from the Rebel skull & helmet reused from a previous render) has been entirely self modelled and textured within Blender. I plan on introducing animation into the scene to create an animated version with a character in the scene and moving objects in the background.
Infinite Journeys challenge:
Clinton Jones:
https://www.youtube.com/@pwnisher/aboutThese are 3d modelled car switches for a manual button to be installed on the central steering column of a car to add the ability to use the horn. The 2nd version (2nd image) is a revised version as only one button is required. It has also been redesigned so that there is an outlet gap at the back for the horn wires, as well as a tab at the top so that it can be slotted into the existing plastic shroud on the car thereby requiring no screws for installation.
It was modelled within Autodesk Inventor, configured for printing in Cura and printed on an Ender 3 Pro FDM printer in PLA plastic.
This is a 3d-designed and modelled dice tower to be used within various board games. It has been 3d-modelled within Autodesk Inventor and printed using Cura and an Ender 3 Pro 3d-printer.
A later revision removed the lower tray area in favour of a slot underneath for it to slot on-top of a wooden dice rolling tray.
This is a 3d-designed and modelled ear phone dock, designed to be slotted on the end of a desk with a charging cable fed through the back. When the earphone case is slotted into it the charging cable inserts automatically charging the earphones.
It has been 3d-modelled within Autodesk Inventor and printed using Cura and an Ender 3 Pro 3d-printer.
This is a 3d modelled desk fan tower with a weighted solid bottom to allow a fan cage which lost its stand to be screwed to the top, maintaining its rotational functionality.
It was modelled within Autodesk Inventor, configured for printing in Cura and printed on an Ender 3 Pro FDM printer in PLA plastic.
This is a 3d modelled gear knob adapter, designed to adapt the threaded gear-knob screw within a car to fit a Bike piston head. It has been designed within Autodesk Inventor, 3d printed using Cura and an Ender 3 Pro 3d-Printer, and then thread tapped to fit the correct screw thread for the desired car.
This is a 3d modelled RC Hotrod shell which is designed to house RC car parts in a similar layout to how actual car parts would reside within it. It is based off of the design of a 34' Ford Coupe.
It was modelled within Autodesk Inventor and once completed will be 3d printed and attached to an appropriate chassis and RC parts.
This is a 3d-designed adapter as part of an extraction system for a resin 3d-printer setup. It takes standard PVC pipe and adapts it to house a 40mm Noctua fan and mounts it onto a wall plate attached to a window. Originally designed in Autodesk Inventor it was then transposed into a 3d-printable file using Ultimaker Cura and 3d-printed on an Ender 3 Pro FDM Printer.