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SHOWREEL

GET TO KNOW HARRISON

Can you describe the extent of any relevant work experience you might have?

I am currently working on the side for a short film called 'Charity' until May. Working on over 20 match moves and creating a room extension to hide the original set. As well as this, I have had a lot of freelancing generalist work, with my biggest project being a 9-month environment job, creating 5 different environments to be used in a game.

How would you describe your contribution to your group project?

In the project, AFK , my roles were serving as the 3D Lead and being the sole FX Artist. Being a stylised game come to life, there were a lot of creative choices and art direction that had to be made across all the disciplines, controlling how stylised to make the assets look, and how they would interact with the real world. Giving life to our Fire character was my biggest challenge, having a lot of shots including his flaming blade and some larger and more specialised elements. Focusing on optimisation and a clean pipeline taking FX back into Maya was key and something I was able to do nicely.

What do you specialise in and what made you choose that specialism? 

I'm an FX artist with a strong interest in 3D generalism. I enjoy the technical side of VFX, utilising mainly Houdini and Maya, I love solving problems, and coming up with creative solutions that I develop in technical ways. With a strong foundation in 3D fundamentals, I’m able to bring both technical and artistic insight to my projects, being able to utilise the full pipelines for both personal and team projects.

I chose to specialize in FX because it combines creativity with technical problem-solving in a way that really challenges and excites me. I love breaking down complex visuals and figuring out how to build them from the ground up.

What would your ideal first role in the industry be? 

Junior FX Artist or a 3D Generalist

Which of your student projects are you most proud of, and why?

I am most proud of my work on the 'Kuru' Sandworm team project. Acting as the 3D Lead and Primary FX Artist, I was mainly challenged with developing a sand solution that would be optimised enough to store and render on my home computer. With Tutors initially being sceptical of the concept, I was able to come up with the base setup and get a good proof of concept out after the first weekend of the project. Ultimately winning the tutors and the team over. This is something that I am very proud of, even more so when looking at the final result. Heavily inspired by the work on Dune, I felt that I had captured the feeling of a large production on a small time and computing budget.

Additionally, this was my only team project working alongside another FX Artist, and getting that experience of helping out and receiving technical feedback from a peer was something that I enjoyed, and was something that I took forward to my other projects, looking and having others look at my work at a technical level.

What’s a piece of media (film, game, animation) that changed the way you think about your discipline? 

For me, Dune was a great inspiration for going into FX, being awestruck at the monumental feeling of the sandworms. It was a feeling that not many movies gave me, and then with Dune Part 2 being released alongside when I was working on my sandworm project, it was the first time I was able to watch a movie and deeply appreciate it from an artistic and technical standpoint. Those two movies both served as milestones as I progressed my time at Escape Studios.

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