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Hi, I'm Jamie


Based in London and available for remote work

EMAIL ME



GO TO SHOWREEL

SCENE BUILDER. PROBLEM SOLVER.



POWERED BY👇


Blender Logo
Unreal Engine Logo
Adobe Creative Cloud Logo


Showreel Breakdown

Before After

Clip 1 - Virtual Studio With a View

My Contribution: Environment assembly and technical setup.

The Build: I modeled the custom studio furniture and structural assets in Blender. In Unreal, I composed the scene, handled all texturing and lighting, and built the beach environment using external assets and the Water Ocean Body system.

The Tech: I engineered a live weather-sync system that pulls real-world forecasts to trigger dynamic rain effects created in Niagara.

Sand Texture & Foliage: Smart Poly

Desert Ruins Thumbnail

Clip 2 - Desert Ruins

My Contribution: Environment assembly and procedural Blueprint development.

The Build: I focused on level design and lighting within Unreal Engine, using marketplace assets to create a cinematic atmosphere.

The Tech: I scripted a custom Blueprint tool that procedurally duplicates geometry with randomised offsets. I also handled animation retargeting using MoCap data for creature rigs.

Characters: Creature rig
Geometry & Textures: Fab

Basketball Virtual Studio Thumbnail

Clip 3 - Basketball Virtual Studio

My Contribution: Asset modification, custom modeling, and graphic design.

The Build: I rebuilt and adapted the studio base for a basketball broadcast, modeling new 3D assets in Blender and designing 2D player profiles in Photoshop.

The Tech: I managed the look-dev to create a cohesive, broadcast-ready basketball aesthetic and implemented a real-time data pipeline using Unreal Engine’s Remote Control system for live stat updates.

Virtual Studio Base: Evermotion

Transition Thumbnail

Clip 4 - Transition

My Contribution: 3D motion graphics and animation.

The Build: I designed and animated this 3D transition in Blender to bridge basketball and football segments.

The Tech: I focused on timing and motion blur to maintain visual momentum.

Player Profile Thumbnail

Clip 5 - Player Profile

My Contribution: Asset modeling and live-data system implementation.

The Build: I modeled hero assets in Blender and integrated them into Unreal Engine for texturing, lighting, and animation.

The Tech: I implemented a real-time data pipeline using Unreal Engine’s Remote Control system for live stat updates.

Finish Line Thumbnail

Clip 6 - Finish Line

My Contribution: Environment assembly, material authoring, and dynamic system integration.

The Build: I created track textures in Adobe and handled full scene assembly and cinematic lighting in Unreal Engine.

The Tech: I used AI-driven texture variation for runner diversity and wired real-time updates via Remote Control API.

Characters & animations: Mixamo

Houston, We Have a Graphic Thumbnail

Clip 7 - Houston, We Have a Graphic

My Contribution: Environment assembly and cinematic lighting.

The Build: I assembled the space environment in Unreal Engine focusing on scale, depth, and composition.

The Tech: I used high-fidelity lighting and post-processing for a cinematic “interstellar” look.

Textures: 3dtextures

Mayday Thumbnail

Clip 8 - Mayday

My Contribution: Procedural environment design and technical animation.

The Build: I used Unreal Engine PCG to scatter foliage and created VFX including spaceship smoke with Niagara.

The Tech: I directed the sequence in Sequencer and blended MoCap data for cinematic storytelling.

Models: Spaceship
Characters:: Astronaut Drone
Animations: Mixamo
Foliage: Fab