Showreel breakdown
50 shots in two minutes and fifty seconds go by fast. Here the reel slows down: press play and the panel next to it tells you, shot by shot, which production it is, which studio I was at and what I did on it. Or pick a logo, a technique or a timecode and jump straight there.
- DNEG
- Trixter
- Weta FX
- The Yard
- MPC
- Framestore
- Cinesite
- Pixomondo
- Chromatica
- EDI
Pick a production
22 films and series · click a logo to see only its shotsIn the reel
in order of appearance · drag the yellow line on the shots marked Plate / Comp-
Shot 01
PlateComp
On screen
Fast X
- Deep comp
- CG render
- Keying
- Hero shots: the truck and the bike integrated into the CG environment
- Replaced the top and the bottom of the truck
The hard part
- Keeping as much of the original plates as possible: the background is full CG, but the rider and the truck come from two different plates and had to become one
- Parts of the truck and of the bike had to stay from the plate, with 2D elements added to blend everything together
-
Shot 02
On screen
The Marvels
- Deep comp
- CG render
- Shot taken to final: most of the work went into the environment and the characters
- Improved the blast and its impact on the ground
The hard part
- Managing all the FX elements in the script: my part was the interaction with the soldiers and their integration
- Several versions of the FX, with different variants and colours
- Improved the distortion and the lens effects generated by the explosion
-
Shot 03
Aquaman and the Lost Kingdom
On screen
Aquaman and the Lost Kingdom
- Deep comp
- CG render
- Keying
- All aspects: the actor integrated with the CG environment and the robot
- Added 2D elements of water and smoke
The hard part
- A very tight schedule, right before delivery
- Only the rocks and the actor are real: the robot and the water are full CG
- The actor had to sit in the light coming from the robot: volume and light rays were all built in comp
-
Shot 04
On screen
The Last of Us, season 2
- Deep comp
- CG render
- All aspects: CG characters and set extension
- Deep compositing of atmosphere, snow, blood and muzzle flashes
The hard part
- Some of the infected are in the plate and many others are CG: each CG one needed its own integration to match
- Falling snow, wind and the blizzard atmosphere had to go over plate and CG elements alike, and stay consistent
-
Shot 05
On screen
Stranger Things 5
- Deep comp
- CG render
- Keying
- Prep
- All aspects except tracking: keying and roto
- Set extension of the plate with a CG environment: canyon, trees and ground
The hard part
- The kids run in front of a badly degraded blue screen: the key was unusable, so the edges came from roto
- Kept as much as possible of the real leaves and trees from the plate, with luma keys and roto
- Edge work on the kids, in a shot full of fast movement
-
Shot 06
On screen
Stranger Things 5
- Deep comp
- CG render
- Keying
- All aspects: keying and set extension
- Added spores, windows and interactive light from the Upside Down
The hard part
- A car shot: everything outside the windows is comp
- The exterior had to follow the set lighting on the kids, so that inside and outside share the same light
- Integration of the glass, with the effects on it and the particles
-
Shot 07
PlateComp
On screen
Captain Marvel
- Deep comp
- CG render
- Prep
- Lightning integrated into the plate
- Built the energy core on the sticks
- Interactive light on characters and objects, in 2D and 3D
- CG handcuffs and their heat look
- Masks to isolate each character from the background
The hard part
- Designing complex lightning in line with the Marvel style
- A believable light interaction between every element, mixing 2D and 3D
- Giving the feeling of power coming out of the sticks
- Holding back on lens effects, to keep the image clean
-
Shot 08
On screen
Dune: Part Two
- Deep comp
- CG render
- Helmet integration
- Improved the edges between plate and CG
- Improved the blue eyes
The hard part
- Helmet and body are full CG, while as much as possible of his real head had to stay
- The helmet in the plate did not match the CG one: I rebuilt contact shadows and occlusion on his face
- Worked alongside another artist, who took care of the background
-
Shot 09
On screen
The Marvels
- Deep comp
- CG render
- First lookdev versions of the switch between characters
- Integrated the CG door and room
- Shot not finalized by me
The hard part
- The transformation was designed by another studio: we had to match their template
- It happens in very few frames, and each frame had to hit a precise step of the switch between the two characters
- A lot of paint to blend the plate character into the CG one, and the CG one back into the plate
-
Shot 10
PlateComp
On screen
The Last of Us, season 2
- Deep comp
- CG render
- Prep
- All aspects: CG characters and the Bloater integrated with the real actors
- Used AI for roto and depth
The hard part
- The Bloater had to match every other shot of the sequence
- Half of the running infected are real and half are CG, and the animation ignored where the real ones stood in 3D space: in comp we decided who goes in front and who behind
- Machine learning tools extracted a matte for each person; converted to deep, those mattes cut the snow, the smoke and the atmosphere around everyone
-
Shot 11
Fountain of Youth
On screen
Fountain of Youth
- Deep comp
- CG render
- All aspects: CG water and tendrils integration
- Interactive light and subsurface scattering on hands and skin
- Reflections on the glasses, inside the mouth, on neck and hands
The hard part
- My first project at Weta FX: a new pipeline and deep compositing tools very different from the ones I was used to
- Integrating the FX and relighting the surroundings
- The water had to travel through the mouth and down the throat, as if the character were drinking it
-
Shot 12
On screen
Stranger Things 5
- Deep comp
- CG render
- Keying
- All aspects: keying and set extension with a CG environment
The hard part
- A long shot, shortened in the reel
- A hard key: a focus change, characters crossing in front of each other and a very overexposed plate, all of it showing on the edges
-
Shot 13
On screen
Coyote vs. Acme
- Deep comp
- CG render
- All aspects: full CG shots
The hard part
- Full CG: cartoon characters in a desert that had to look almost real
- The pen-like outlines on the characters were not continuous: fixed with paint in comp
-
Shot 14
PlateComp
On screen
The Last of Us, season 2
- Deep comp
- CG render
- Shot taken to final: improved the whole shot and the CG character integration
- Set extension, atmosphere, snow and blood
The hard part
- Characters and CG blood all had to interact: nothing here is a 2D element
- Blood splashes, falls and leaves a stain on the ground, and the next character walks over it
-
Shot 15
On screen
Stranger Things 5
- Deep comp
- CG render
- Keying
- All aspects: keying and set extension with a CG environment
-
Shot 16
On screen
Stranger Things 5
- Deep comp
- CG render
- Keying
- All aspects: keying and set extension with a CG environment
-
Shot 17
On screen
Stranger Things 5
- Deep comp
- CG render
- Keying
- All aspects: keying and set extension with a CG environment
-
Shot 18
On screen
Maleficent: Mistress of Evil
- Deep comp
- CG render
- Keying
- Ash and the golden magic effect integrated into live action
- The effect interacts with the ash, which picks up glow and incandescence
This script later became my EdgeDetect PRO gizmoThe hard part
- Built the template for the golden magic of Maleficent's resurrection
- The ash had to react to the effect: hotter and glowing in the core, while keeping a natural vortex
- The template script was shared with the other artists on the sequence
-
Shot 19
The School for Good and Evil
On screen
The School for Good and Evil
- Deep comp
- CG render
- Integrated the creature into the scene
- Addressed notes up to 90% of the final result; shot not finalized by me
-
Shot 20
On screen
The Marvels
- Deep comp
- CG render
- All aspects: full CG bodies and environment
- Integrated the CG face of the actress and the repo
-
Shot 21
The School for Good and Evil
On screen
The School for Good and Evil
- Deep comp
- CG render
- Keying
- All aspects: keying and despill, set extension with deep compositing
- Integrated 3D and 2D smoke elements, warped the wolves
- Full CG shot of castle and garden: added noise and texture on the walls, and 2D smoke
The hard part
- Blending the plate (bottom left: wolves, characters and part of the water) with a full CG environment
- A fairly extreme camera move that travels up to the castle
-
Shot 22
On screen
Fast X
- Deep comp
- CG render
- Prep
- Hero shots: extra CG characters and 2D fire integration
- Replaced the orange car, plus minor details
- All aspects except the repo: added the CG window and integrated the inside of the car
-
Shot 23
On screen
Fast X
- Deep comp
- CG render
- Prep
- All aspects: replaced the upper part of the truck and the faces of the actors
The hard part
- The actors are real: only their faces were replaced, with CG doubles helping in a few parts
- The truck was fully replaced, because the real one was covered in crash mats
- The change of perspective on the truck: the CG needed a lot of help to sit in the plate
-
Shot 24
On screen
The Marvels
- Deep comp
- CG render
- First lookdev versions of the switch between characters
- Shot not finalized by me
The hard part
- The transformation was designed by another studio: we had to match their template
- It happens in very few frames, and each frame had to hit a precise step of the switch between the two characters
- A lot of paint to blend the plate character into the CG one, and the CG one back into the plate
-
Shot 25
PlateComp
On screen
Fast X
- Deep comp
- CG render
- All aspects: set extension and integration of CG cars
-
Shot 26
Fountain of Youth
On screen
Fountain of Youth
- Deep comp
- CG render
- All aspects: CG water and character integration
- Added 2D elements to sit the water into the plate
-
Shot 27
Fountain of Youth
On screen
Fountain of Youth
- Deep comp
- CG render
- All aspects: screen-left plate integrated with a screen-right CG environment
- Added 2D elements and CG smoke
- Full CG shot
-
Shot 28
On screen
Stranger Things 5
- Deep comp
- CG render
- Keying
- All aspects: keying and set extension with a CG environment
-
Shot 29
On screen
No Time To Die
- Keying
- Prep
- Keying and despill
- Removed the lamp from the set and replaced it with the sun
- Integration of plate and matte painting
- Built a second lens flare, from the sun reflecting on the water
The hard part
- Recreating the second lens flare, made harder by the moving door
- A big focus pull mid-shot, from the background through the windows to James Bond. The anamorphic lens distorted the matchmove a lot: we fixed the movement in comp
- Shot on film, with very present grain
-
Shot 30
On screen
Captain Marvel
- Deep comp
- CG render
- Prep
- Lightning integrated into the plate
- Built the energy core on the sticks, mixing 2D and 3D
- Interactive light on characters and objects
- CG handcuffs and their heat look
- Improved the prep and roto from another artist
The hard part
- Prep and roto: a massive cleanup. Removed the mattress from the set and rebuilt the ground with the shadows of the characters; removed the cables from the actor and rebuilt the body
- The light from the lightning changed the lighting of the whole shot
- At the end, a retime to speed up the impact
-
Shot 31
On screen
The Last of Us, season 2
- Deep comp
- CG render
- Shot taken to final: improved the whole shot and the CG character integration
- Timing, shadows and reflections
The hard part
- A very dark, underexposed shot: it had to be lifted, at the risk of pulling noise out of the darkest areas
-
Shot 32
On screen
Fast X
- Deep comp
- CG render
- Keying
- All aspects: keying and despill, added CG environments
- Camera shake and integration
-
Shot 33
On screen
Fast X
- Deep comp
- CG render
- Keying
- All aspects: keying and despill, CG environments, camera shake and reflections on the windows
- Added fake reflections on the window to cover the driver's face
-
Shot 34
On screen
Fast X
- Prep
- All aspects: keying and despill, added CG environments
- Camera shake and reflections on the windows
-
Shot 35
Strays
On screen
Strays
- Deep comp
- CG render
- All aspects: hero shot and lookdev of the dogs' CG mouths
-
Shot 36
The School for Good and Evil
On screen
The School for Good and Evil
- Deep comp
- CG render
- Keying
- Improved the integration of the background elements
- Improved key and despill on the characters
- Comped the bird and added extra animation
-
Shot 37
On screen
House of the Dragon, season 2
- Deep comp
- CG render
- All aspects: full CG shot, with the environment from Unreal Engine
- Added the sun in comp
-
Shot 38
On screen
Maleficent: Mistress of Evil
- Deep comp
- CG render
- Keying
- Finalization: improved the switch between the real face of Angelina Jolie and her CG double
- Integration of CG background and green FX
- Re-racked the scene to stabilize the camera
- Shot done with another artist
-
Shot 39
The School for Good and Evil
On screen
The School for Good and Evil
- Deep comp
- CG render
- Keying
- Key shot, all aspects: keying and despill
- Interactive light created entirely in comp, with 2D techniques and KeenTools
-
Shot 40
The School for Good and Evil
On screen
The School for Good and Evil
- Deep comp
- CG render
- All aspects: full CG shot
- Keying and despill of the splash, 2D and 3D water blended together
-
Shot 41
On screen
Maleficent: Mistress of Evil
- Deep comp
- CG render
- Keying
- Keying and despill of the actors and the foreground
- Golden magic effect integrated with the template used across the sequence
-
Shot 42
The Hand of God
On screen
The Hand of God
- CG render
- Prep
- Shot from the trailer: integration of the firework
- Comped the second half of the shot, after the explosion
- Added extra trails and particles to give the trails more volume
- The director wanted it simple: no camera shake, no flare
-
Shot 43
On screen
Cats
- Deep comp
- CG render
- Prep
- Integration of Bombalurina and 32 CG cats, matching the lighting on the actors
- Deep compositing for the holdouts
- Restored faces, hands and shadows of the real actors
- FX integration and set extension of the theatre
- Shots done with other artists
How an STMap warp worksThe hard part
- Each of the 32 cats came as 5 deep elements (body skin, body groom, hands, hand groom, tail): I split the cats into 5 scripts by distance from camera
- A strong change of perspective, with the CG character touching real objects: warping done with an STMap
- Lighting and shadows had to match Taylor Swift perfectly
-
Shot 44
On screen
Captain Marvel
- Deep comp
- CG render
- Prep
- The mindfrack effect integrated with the plate of the actress
- Interactive light on Captain Marvel, with a fake subsurface scatter on the skin
- Lens flares
- Prep and roto of the whole shots
The hard part
- Keeping the effect consistent across the whole sequence
- Adapting the template to every shot
- Extracting skin detail to build a fake SSS result
-
Shot 45
PlateComp
On screen
Captain Marvel
- Deep comp
- CG render
- Keying
- Prep
- CG cat integrated with deep compositing, for the holdout with the console
- CG cat and hand integration; colour correction on the alien's face with KeenTools FaceTracker
- Keying of the windows and set extension
- Retime on Samuel L. Jackson; painted out the puppet and restored his body
The hard part
- The sequence cuts between the real cat and the CG one: the CG cat had to match the real one exactly
- Fixing artifacts on the actor's face while keeping the detail
- The plan was to keep the actor's real hand, then the CG approach was preferred
-
Shot 46
On screen
House of the Dragon, season 2
- Deep comp
- CG render
- Prep
- All aspects: set extension of forest, castle and sky
- Soldiers from different plates
-
Shot 47
PlateComp
On screen
The Nevers
- CG render
- Keying
- Prep
- Keyed the blue screen in the background
- Integrated the matte painting and replaced the bush
- Restored vegetation from the behind-the-scenes photos, and the reflection on the glass
The hard part
- Keeping the big bloom of the set believable: the sky was overexposed and everything in front of it was strongly backlit
- Restored detail on those elements and darkened the brightest ones, such as the carriage and the coachman
- I built a template for the sequence
-
Shot 48
Aquaman and the Lost Kingdom
On screen
Aquaman and the Lost Kingdom
- Deep comp
- CG render
- Keying
- All aspects: the actors integrated into a full CG environment
- Added snow and breath
-
Shot 49
The School for Good and Evil
On screen
The School for Good and Evil
- Deep comp
- CG render
- Keying
- All aspects: integrated the smoke creature into the scene
- Created the matte painting for the background behind the door
-
Shot 50
The School for Good and Evil
On screen
The School for Good and Evil
- Deep comp
- CG render
- All aspects: integrated the bird and the characters into the scene
- Colour corrected the original plate and added extra camera movement
No shot of the reel matches this filter.
Earlier work
18 shots from my previous breakdown, no longer in the reel-
Shot 51
On screen
Captain Marvel
- Deep comp
- CG render
- Prep
- CG alien face blended with the real actor
- Integration of the mindfrack FX
- Monitors and controls integrated in the background
- Prep and roto for all the characters and panels
From my earlier breakdown, not in the 2026 reel -
Shot 52
On screen
Captain Marvel
- Deep comp
- CG render
- Prep
- Integration of the CG cat
- Prep: removed the puppet used on set, then rebuilt the background and the alien's body with elements from this and other shots
From my earlier breakdown, not in the 2026 reel -
Shot 53
On screen
Captain Marvel
- Deep comp
- CG render
- CG cat integration
- Matched the shadow of the cat to the ones in the plate
- Blue light on screen left, for continuity
From my earlier breakdown, not in the 2026 reel -
Shot 54
On screen
Captain Marvel
- Deep comp
- CG render
- Prep
- 2D floating hair to simulate zero gravity
- Integrated CG objects
The hard part
- Floating hair made from the plate alone: extracted about 20 strands, animated each with a SplineWarp, applied the head track and merged them over the plate
- Recreated shadows and reflections on the strands, following the movement
From my earlier breakdown, not in the 2026 reel -
Shot 55
On screen
No Time To Die
- Prep
- Removed the lamp from the plate
- Brought in the sun, recreated the forest and the lens flare
- Fixed the reflection on the car
From my earlier breakdown, not in the 2026 reel -
Shot 56
On screen
No Time To Die
- Keying
- Keying and despill
- Integrated matte painting and footage with the plate
- Fixed artifacts on the curtains
From my earlier breakdown, not in the 2026 reel -
Shot 57
The Hand of God
On screen
The Hand of God
- CG render
- Prep
- Sequence lead of the stadium sequence
- Removed the original stadium and the balls from the plate
- Integrated the CG stadium, balls and net
- Roto of the characters
The hard part
- Recreating the Naples stadium in every detail
- Consistency across the whole sequence: stadium, kicked balls and position of the players
From my earlier breakdown, not in the 2026 reel -
Shot 58
On screen
Cats
- Deep comp
- CG render
- CG cats integrated, matching the lighting on the actors
- Integrated glowing FX
- Restored faces and hands of the real actors
- Integrated the CG ceiling and fixed the shadows of the cats to match the real ones
For this I wrote the RotoPaint Transform gizmoThe hard part
- Warping the CG cats to fit hands and faces of the actors exactly
- The director wanted lights, shadows and skin imperfections of the real actors matched perfectly
From my earlier breakdown, not in the 2026 reel -
Shot 59
On screen
Maleficent: Mistress of Evil
- Deep comp
- CG render
- Keying
- Set extension: CG background with deep compositing
- Recreated Maleficent in Nuke, taking her from another shot
- Smoke and haze as 2D elements
- Keying and despill of the foreground plate
From my earlier breakdown, not in the 2026 reel -
Shot 60
On screen
The Nevers
- CG render
- Replaced the background house, the plants and the street
- Episode 3, nominated at the 2021 Emmy Awards
The hard part
- Merging real and CG elements
- Selling the realism with details and artifacts, across different materials and textures
- Keeping as much detail as possible from the plate
From my earlier breakdown, not in the 2026 reel -
Shot 61
The Kangaroo Chronicles
On screen
The Kangaroo Chronicles
- Deep comp
- CG render
- Prep
- Removed the actor and restored background and reflections
- Recreated the bowl with the liquid inside
- Slap comp of the CG for the first lookdev of the show
- Shot not finalized by me
From my earlier breakdown, not in the 2026 reel -
Shot 62
Brightburn
On screen
Brightburn
- Keying
- Prep
- Keying and prep of the green screen
- Painted through transparent objects to remove cables and explosion debris from the set
- Shot not finalized by me
From my earlier breakdown, not in the 2026 reel -
Shot 63
Brightburn
On screen
Brightburn
- Keying
- Prep
- Keying and prep of the green screen
- Removed markers and cables around the actors
- Shot not finalized by me
From my earlier breakdown, not in the 2026 reel -
Shot 64
Guns Akimbo
On screen
Guns Akimbo
- Prep
- Masks and cleanup of the background for the set extension
- Changed the colour of the traffic light
- Shot not finalized by me
From my earlier breakdown, not in the 2026 reel -
Shot 65
Guns Akimbo
On screen
Guns Akimbo
- Keying
- Prep
- Keying of the actors, their props and elements from the plate
- Refined edges and transparent objects such as glass
- Removed cables from the actors
- Shots not finalized by me
The hard part
- Removed the smoke of the explosion from the set
- Mixed glass elements with the plate of the actor
From my earlier breakdown, not in the 2026 reel -
Shot 66
Non mi uccidere
On screen
Non mi uccidere
- Prep
- Comp of 2D blood elements
- Comp of the muzzle flash of the gun
The hard part
- All the blood in this sequence was done in comp
- Tracking with SmartVector on clothes and carpet and 2D tracks on floor and walls, fixing the artifacts with the STMap method
- Keeping the blood spots consistent across the whole sequence
From my earlier breakdown, not in the 2026 reel -
Shot 67
Non mi uccidere
On screen
Non mi uccidere
- Prep
- Removed the air bubbles coming out of mouth and nose
- Kept camera movement, wave distortion and facial expressions
The hard part
- Building a clean plate of the face: the bubbles were distorting it
- A mix of Kronos and SmartVector gave a good clean plate
- Water distortion and reflections re-applied on top, following the footage
From my earlier breakdown, not in the 2026 reel -
Shot 68
On screen
PAT the Dog
- CG render
- Full CG animated TV series
- Compositing of the first 2 episodes of the show
The hard part
- My first job in the VFX industry
- Built the template scripts used for all the following episodes, so artists could comp each one quickly and tweak characters and environments
From my earlier breakdown, not in the 2026 reel
No earlier shot matches this filter.
Mentorship projects
group projects by Side Academy students, entered in the Rookie Awards



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Stills are frames of my showreel; every image belongs to its production and studio and is shown to document my work on the shot. Title logos are trademarks of their owners, loaded from Wikimedia Commons (The Marvels, CC BY-SA 4.0; Coyote vs. Acme, CC BY 4.0; the others public domain as simple wordmarks).
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