seth hall

vfx technical director

Click [ here ] to download a copy of my resumé. References available upon request.


BIO

I am a VFX artist with 16 years of production experience in film, television and AAA game development. Over the years, I have presented several VFX creation techniques and topics at Frostbite DevDays in Stockholm,  Sweden.

I am extremely motivated with a keen eye for composition, color and lighting. Having strong generalist skills has helped me excel in many facets of CG production. 16 years of working on high profile projects has given me a strong understanding of schedules and constraints. Above all, I understand how to deliver results on time. I possess the production tested know-how of shader creation, pipeline development and maya tool development in both MEL script and python.

 

experience

Clicking project "titles" will link to content.

Visceral Games
June 2008 - October 2017
Redwood City, CA

"Project Ragtag"
VFX Director

  • Responsible for helping develop a custom shader vfx pipeline for production.
  • Helped conceptualize and build a dynamic character interaction system with the gameplay world.
  • Developed MEL and Python scripts for improving mesh particle vertex animation workflows.
  • Developed a workflow to author perfect normal maps from volumetric simulations in Maya and Houdini.
  • Developed a channel packing method to quadruple the number of frames in a flipbook without sacrificing resolution.
  • Heavily involved with memory and runtime performance optimizations throughout the game.
  • Directed several team members across 3 different time zones, capitlizing on their strengths and alternating work hours.

"Battlefield Hardline"
VFX Director

  • Designed, crafted and integrated unique environment and event based VFX across several maps.
  • Designed, crafted and integrated several different vehicle specific VFX depending on what materials they were interacting with.
  • Created a proceduralnode based logic system for handling dynamic fireworks in the "Episode 9: Independence Day" chapter.
  • Heavily involved with memory and runtime performance optimizations throughout the game.
  • Directed several team members across 3 different time zones, capitlizing on their strengths and alternating work hours.

"Dead Space 3"
VFX Director

  • Designed, crafted and integrated unique environment and event based VFX across the game.
  • Responsible for creating and maintaining weapon impacts for a brand new weapon crafting system.
  • Crafted effects for the final boss fight and final game cinematic.
  • Responsible for ice and snow effects during wall rappel section of the prologue.
  • Responsible for a large number of ice and snow effects throughout the game.
  • Heavily involved with memory and runtime performance optimizations throughout the game.
  • Directed several team members in Montreal and capitlizing on their strengths and alternating work hours.

"Dead Space 2"
Sr. VFX Artist

  • Responsible for creating a new look for Blood throughout the game.
  • Responsible for conceptualizing and creating character effects for new enemy "The Puker".
  • Conceptualized and crafted a large number of weapon impact effects.
  • Designed, crafted and integrated unique environment and event based VFX across the game.
  • Heavily involved with memory and runtime performance optimizations throughout the game.

"Dante's Inferno"
VFX Artist

  • Responsible for supporting the character team on all enemy NPC combat and locomote effects.
  • Responsible for all boss fight combat and environment effects.
  • Created a handful of our effects textures used in production from scratch.
  • Heavily involved with memory and runtime performance optimizations throughout the game.
  • Responsible for supporting the character team on all enemy NPC combat and locomote effects.
  • Responsible for all boss fight combat and enviornment effects.
  • Created a handful of our effects textures used in production from scratch.
  • Heavily involved with memory and runtime performance optimizations throughout the game.
 

 
 

LucasArts
January 2008 - June 2017
San Francisco, CA

"Fracture"
Sr. VFX Artist

  • Responsible for compositing cinematic sequences in AfterEffects for playback at runtime.

"Star Wars: The Force Unleashed"
Sr. VFX Artist

  • Responsible for compositing cinematic sequences in AfterEffects for playback at runtime.
 

 
 

Digital Kitchen
February 2007 - March 2007
Chicago, IL

"Target"
VFX Artist

  • Responsible for developing particle streams flowing from target logos found throughout the commercial.
 

 
 

Gnomon School of Visual Effects
June 2005 - July 2006
Hollywood, CA

"Introduction to Dynamics"
Instructor

  • Responsible for creating course curriculum around Maya's dynamics engine.

"Introduction to Texture Mapping"
Instructor

  • Responsible for creating course curriculum around Maya's hypershade and using it to create shaders.
 

 
 

Zoic Studios
November 2002 - July 2006
Culver City, CA

"Buffy the Vampire Slayer" and "Angel"
Sr. VFX Generalist

  • Responsible for all aspects of a "shot" as a VFX generalist; Model, light, animate, rig, dynamics, render and composite.
  • Created many of the featured vampire dusting effects found on Buffy and Angel.
  • Wrote MEL scripts to help improve artist efficiency and workflow.

"CSI: Miami" and "CSI: Las Vegas"
Sr. VFX Generalist

  • Responsible for all aspects of a "shot" as a VFX generalist; Model, light, animate, rig, dynamics, render and composite.
  • Created some macro snap zoom shots found in CSI.

"Serenity"
UI Designer

  • Responsible for creating and animating UI elements found on ships and interior environment locations.
  • Responsible for animating the particulation effect of the Fruity Oaty Bar commercial.

"E-Ring"
Sr. VFX Generalist

  • Responsible for all aspects of a "shot" as a VFX generalist; Model, light, animate, rig, dynamics, render and composite.
  • Crafted a bridge explosion based on a still photograph frame.
  • Removed the bridge in photoshop to create a clean plate. Modeled the bridge, camera projected textures.
  • Procedurally shattered the bridge, rigged, simulated and added volumetrics for explosions.

"Spider-Man 2"
Sr. VFX Generalist

  • Object tracked a car tumbling through the air hitting a plate glass window.
  • Replaced the bottom of the vehicle to hide the hollowed out bottom.
 

 
 

V Squared Labs
August 2002 - September 2002
Los Angeles, CA

"KoRn Live Visuals"
VFX Generalist

  • Responsible for texturing and rendering 3 environment scenes to be projected on stage while performing.
  • Responsible for animating cameras for two of the environment to create seamless transitions while performing.

EDUCATION

Gnomon School of Visual Effects
January 2001 - October 2002
Hollywood, CA

Completed Maya certification program.

 

 
 

Collins College
August 1999 - July 2000
Tempe, AZ

Graduated with Associates degree in Graphic Design.


PROFESSIONAL SKILLS

  • Maya, Houdini, Redshift, AfterEffects, Photoshop, Frostbite, Compositing, Tracking
  • Python, MEL, HLSL\Shader Graphs, Workflow and Pipeline development