Adam Benson - VFX Supervisor

VFX/CG/Comp Supervisor & Advanced CG Generalist & Compositor
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The Third Floor

Kid Robot

Crowd Sim & Character TD

From Jul 2016 To Sep 2016

  • Established and configured characters for Golaem Crowd Simulations, ensuring dynamic and realistic crowd behaviors.
  • Developed specialized Golaem rigging tools for automating behavior clips creation from existing animations, enhancing workflow efficiency.
  • Innovated tools for converting traditional rigs into Golaem capture rigs, demonstrating technical adaptability and problem-solving skills.
  • Rigged characters and props, contributing to the foundational elements of character movement and interaction in the project.

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Thor: Ragnorok

Compositor, VFX Artist

From Jul 2016 To Sep 2016

  • Operated as a Maya Animator and After Effects compositor in the pre-production phase, contributing to the post-compositing of several key shots.
  • Developed a specialized pre-production effect for the depiction of Valhalla's demise, showcasing innovative problem-solving and technical proficiency.
  • Undertook Technical Director responsibilities, including the creation of a system involving advanced mathematical concepts, enhancing the visual storytelling and effects realism.
  • Contributed to the film's visual development with a blend of animation, compositing, and technical development skills, aligning with the project's creative vision.

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Nehza

Technical Director, VFX Artist

From Jul 2016 To Sep 2016

  • Functioned as a TD and modeler in Maya, expertly crafting and rigging various weapons and props for animation, showcasing both artistic skill and technical precision.
  • Developed shaders and materials, enhancing the visual appeal and realism of each asset.
  • Created specialized tools for efficient scene material management, streamlining workflows and improving overall production efficiency.
  • Conducted preliminary crowd simulation work using Golaem, contributing to the dynamic portrayal of crowd scenes and enhancing the film's immersive quality.

TD

Technical Director

From Jul 2016 To Sep 2016

  • Developed innovative tools for Golaem Crowd simulations, simplifying the process of integrating hand animations into crowd scenes, thereby enhancing the realism and diversity of crowd behaviors.
  • Created efficient tools for quick material renaming directly in the viewport, streamlining the workflow for artists and improving overall productivity.

Gradient FX

6382 Arizona Circle, Los Angeles, CA
Stranger Things

Nuke Compositor

From Mar 2016 To Jun 2016

  • Fulfilled the role of a Nuke Compositor on several episodes of "Stranger Things," skillfully blending CG elements with live-action footage to enhance narrative and visual appeal.
  • Played a pivotal role in compositing a large CG alien organism, achieving a seamless integration with the live-action environment.
  • Handled complex compositing of CG rope elements that interacted dynamically with live-action actors, showcasing meticulous attention to detail.
  • Added a range of visual effects including floating debris and magical elements, contributing to the creation of a captivating and immersive world.

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The Last Ship

Nuke Compositor

From Mar 2016 To Jun 2016

  • Operated as a Nuke compositor for "The Last Ship," skillfully integrating CG and live-action elements to enhance visual storytelling in an episodic TV format.
  • Executed complex compositing tasks including the integration of full-size props and sets such as ships, islands, and helicopters, and the addition of muzzle flashes, blood elements.
  • Employed advanced techniques for element removal and replacement, ensuring seamless integration and scene continuity.
  • Played a crucial role in compositing realistic explosions, adding intensity and realism to action sequences.

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Fear the Walking Dead

Nuke Compositor

From Mar 2016 To Jun 2016

  • Served as a Nuke Compositor on "Fear the Walking Dead," specializing in merging CG with live-action footage to create immersive set extensions and scene enhancements.
  • Executed sky replacements, including the procedural generation of star fields, adding depth and realism to various scenes.
  • Applied detailed visual effects such as blood hits and zombie enhancements, contributing to the show's signature aesthetic and visual impact.
  • Utilized a blend of technical expertise and creative problem-solving to ensure seamless integration of visual elements within the episodic TV format.

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Masters FX

The Belko Experiment

CG Supervisor

From Aug 2015 To Jan 2016

  • Led as CG Sequence Supervisor, overseeing the creation and execution of numerous complex CG integration shots including match-move wounds, exterior environments, scene extensions, and practical effects integration.
  • Developed a Nuke Pipeline, equipping artists with tools for efficient shot logging and rendering, featuring templated scene builds that automatically assemble basic comps with appropriate footage and settings.
  • Innovated a slate builder tool for rendering accurate slates with artist names, running times, version numbers, etc.
  • Managed and supervised a team of 12 artists, encompassing both Maya and Nuke specialists, ensuring smooth collaboration and high-quality output.
  • Directly involved in compositing CG and chroma-key plate shots, demonstrating technical proficiency and creative problem-solving skills.
  • Scripted production tools for assembling a large volume of "monitor" shots efficiently from an EDL (Edit Decision List).
  • Assisted with the integration and management of the Shotgun pipeline, coordinating work assignments and project tracking.

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Pipeline Developer

Pipeline Developer

From Aug 2015 To Jan 2016

  • Developed a comprehensive Nuke pipeline system, enabling instant shot setup with read and write nodes, and streamlined organization of shots and assets.
  • Authored additional tools for the Shotgun platform, enhancing project management and workflow efficiency.
  • Innovated a utility for creating multi-sequence "security monitor" shots, capable of rapidly building complex grids with numerous monitors, significantly reducing manual compositing time and effort.
  • Enabled the production of high-volume, intricate compositing work in mere seconds, dramatically saving months of manual labor and expediting project timelines.

Prologue Films

TD

Cloth Sim Artist

From Jul 2015 To Jul 2015

  • Innovated a cloth simulation utility designed for efficient transfer across multiple geometries, streamlining the process of applying one simulation setup to various characters.
  • Executed detailed cloth simulations for main characters in all cinematics, contributing to the realistic and dynamic portrayal in each scene.

Destiny

Cloth TD

From Jul 2015 To Jul 2015

  • Used nCloth in Maya to create realistic cloth simulations
  • Innovated a cloth simulation utility designed for efficient transfer across multiple geometries, streamlining the process of applying one simulation setup to various characters.
  • Executed detailed cloth simulations for main characters in all cinematics, contributing to the realistic and dynamic portrayal in each scene.

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Syndrome Studios

1061 Sunset Blvd.
Los Angeles, CA 90012
Ultimate Animals

Project Lead / TD

From Nov 2014 To Mar 2015

Created many quadruped rigs for animal animations. Developed several pipeline tools using Python. Created textures for many animals. Used Shave and a Haircut to create animal Fur. Setup lighting for various scenes. Created particle systems for swarms and fluid effects. Did a number of animal character animations, and managed the animation pipeline. Setup and managed final renders.

Fall Out Boy - "Centuries"

Sr. Generalist / Crowd Sim TD

From Aug 2014 To Oct 2014

Worked primarily in crowd simulations using Golaem and Maya. Created and rigged Roman characters for crowd sims. Did lighting, texturing and rigging on Roman Colosseum. Handled most of the camera tracking using SynthEyes. Populated the Colosseum with crowds and setup shots for final rendering.

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Pause Festival Title Animation

Maya Generalist, Match-Mover

From Jan 2014 To Jan 2014

Match-moved plates, Created and Animated various shots and elements for integration into the plates.

People's Choice Awards Stage Graphics

Maya Generalist

From Oct 2013 To Jan 2014

Modeled, Textured, rigged and animated several various Stage Graphics for the 2014 People's Choice Awards

Disney XD Commercial Bumpers

Maya Generalist

From Dec 2013 To Dec 2013

Created graphic elements for commercial bumpers

EDC (Electric Daisy Carnival) Title Animation

Maya Generalist

From Nov 2013 To Dec 2013

Created a series of dynamic effects, including CG fireworks, Fluid Effects, Streamers, Butterfly swarms and Confetti. Also built several animation rigs and did some lighting and texturing.

Various Projects

Maya Generalist

From Sep 2012 To Nov 2013

History Channel graphics, Katy Perry Stage Graphics, People's Choice Award Graphics, Electric Daisy Carnival graphics. Work is usually between one day and three weeks at a time on various projects. Some projects I only work as an animator, others I cover the gamut of needs for the effects desired.

Katy Perry Stage Graphics

Maya Animator

From May 2013 To May 2013

Created and animated stage graphics for display at a live event. Used some mathematical formulas in a MEL script to animate many of the parts.

The Bible - Title Graphics

Z-Brush, Maya Artist

From Feb 2013 To Feb 2013

Created graphic elements for promotional content.

Millenium Films / World Wide FX

300 Douglas St
Shreveport, LA
The Expendables 3

Sr. Nuke Compositor

From May 2014 To Jun 2014

Took several shots from start to finish on the compositing. This also included lighting, rendering and texture work on a 3D bridge. Animation on CG body doubles for Stallone and Gibson, as well as lighting and rendering on the characters. It included creating 3D matte paintings for the finished composite, as well as all the final compositing elements for the bridge sequence shots. I also did several blue screen keys and composites on a number of shots in a driving sequence and a bar fight sequence. Most of the work was done in Nuke, but some of it was also done in Maya and photoshop. One of the shots was deemed the hardest shot in the show, and was called untrackable. I had to hand match-move the camera for a zoom lens changing focus, hand held from a helicopter passing through smoke. It was a challenge.

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Greenhaus GFX

3839 Main St.
Culver City, CA
Cinderella

Maya Generalist - Nuke Compositor

From Jan 2014 To May 2014

Created a number of things on this project. Primarily working on titles for the 2015 Disney film, "Cinderella". Created glass slipper models and textures for promotional pieces. Created glass Disney Castle concepts and animations. Created Disney logo flyover with Nuke projection mapping. Created main title dynamic effects. And did a ton of texturing and lighting work on the Disney logo and Cinderella main title logo. Created several pipeline tools for production, including both MEL and Python tool-sets.

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Guardians of the Galaxy

Maya Generalist

From Feb 2014 To Mar 2014

Helped make international titles for the Marvel film, "Guardians of the Galaxy".

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Jurassic World Teaser

Maya Generalist

From Feb 2014 To Mar 2014

Created a series of camera moves, forest and dinosaur print models, as well as overall logo modeling. Also worked on forest and logo textures, lighting, animation and rendering. Created some elements with Maya and other elements with zBrush.

Maleficent

Maya Generalist

From Feb 2014 To Mar 2014

Did basic support work for the main team. Created some 3D Projection elements, and helped to model and layout some international trailer pieces

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The Purge: Anarcy

Compositor

From Jan 2014 To Jan 2014

Composited greenscreen plates to background elements for The Purge 2.

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