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About

I am an environments supervisor at Sony Pictures Imageworks in Vancouver and occasional instructor at Think Tank. Previously, I have been a senior artist at Method Studios Vancouver, and an emmy-winning co-founder of Atmosphere Visual Effects.

PROJECT DETAILS & BREAKDOWNS 2022

Ladies and Gentlemen,

Thank you very much for your interest in my application for the Generalist (Environments) Supervisor position at ILM Vancouver.

Below you'll find a fairly comprehensive overview of my career to date. If you have any questions for me about it, please feel free to email me at jhoey@me.com for clarification or more information.

My current resume can be downloaded in pdf format here.

Best regards,

Quick Video Links (YouTube)

A selection of sequences and breakdowns containing my work - more recent projects first.

The Project sections below offer detailed information on how I achieved the work represented in the video links.

RECENT WORK - SONY PICTURES IMAGEWORKS

2014-PRESENT

The Sea Beast

Animated Feature, Netflix, 2019-2021
Environments Supervisor
Streaming on Netflix
Details

One of the most satisfying experiences of my career, over the last two years I have been let loose to spearhead a generalist team in the creation of several large, extremely detailed fantasy environments for this lush AAA animated feature. It's been a privilege to bring to life the environments envisioned by production designer Matthias Lechner.

  • Led a team of 10 artists in the creation of a dozen 3d environments and dozens of matte painted 360º skies, totalling over 1,200 shots. 
  • First SPI animated feature to use a generalist Environments team for full environment asset development (model, texture, lookdev, dressing, matte painting).

Techniques and Technologies Used

Foliage



This project involved a lot of foliage work - in all, our team created over 700 discrete animated tree and plant assets using Speedtree; of these, over 500 assets were created by me personally.

A publishing tool that I commissioned from our Dev team fully automates the publishing of lookdev'd, render-ready assets out of Speedtree. This pipeline is the epitome of the agile, artist-centric, iteration-friendly workflow that I've been championing at SPI.

Houdini

For landscape geometry, we used Houdini quite heavily. Two discrete workflows were used, depending on the needs of the asset:

  1. Houdini terrain tools: Houdini's built-in terrain generation tools, based on heightfields, were very useful for certain background landscape forms, allowing quick and easy eroded landscapes to be generated, complete with embedded point attributes that are accessed in Katana to aid in lookdev.
  2. Houdini VDBs and surface displacements: we brought in low-rez blocking geometry - generated either by Environment artists or the Modeling department - retopologized it to an even mesh density using VDB volumes, modified the shapes procedurally either within VDBs or through surface displacements, and embedded point attributes for use in Lookdev. 

Texturing & Lookdev

Once the geometry was published, we'd access the point attributes embedded in the geometry to drive certain aspects of the lookdev in Katana. We made heavy use of triplanar-mapped or bombed PBR texture sets from real-world datasets like Quixel Megascans to achieve high levels of detail and realism, as well as procedurally-built texture sets generated in Substance Designer.

For some environments, we made use of SPI's proprietary Fearowpaint software, a tool that allows the artist to build up layers of tiled PBR textures and blend between them easily using vertex masks and heightfield blending. The layer blending algorithm creates highly detailed, natural blends automatically even with the most crude, low-resolution layer masks. The resulting textures are not baked into maps, but exported as Alembic point attribute data, an extremely lightweight dataset that is parsed at render time by the Fearowpaint shader. The export of a large environment's textures thus take only seconds and uses only a few megabytes of storage, and is immediately available for rendering, greatly facilitating rapid iteration and creative exploration.

Environment Dressing

Our workflow for dressing environments with instanced geometry was centered around SPI's proprietary Sprout software, which allows the artist to paint instances onto terrain rapidly and with complete manual control over all aspects of each individual instance. 

We also developed new Houdini Engine functionality for Sprout enabling us to easily create customized procedural scatterers for large-scale background coverage where manual art direction was less important. 

Scatter data is exported from Sprout to Alembic point clouds and inserted into shots through proprietary SPI pipeline tools which allow easy deployment to hundreds of shots at a time.

Our largest environment was massive in scope: over 30 million instances and approximately 35 trillion polygons.

Lighting & Rendering

All of our lighting and rendering was conducted in Katana; proprietary SPI tools make it easy to run out dozens or hundreds of shots at a time from sequence-level templates.


Dr. Strange in the Multiverse of Madness

Live Action Feature, Marvel Studios, 2021-2022
Environments Artist

As I was wrapping The Sea Beast, I hopped onto this fun show as an artist to help build out an alternate version of New York City - but in an alternate dimension where the city is ecologically enhanced with foliage-covered buildings.

Details
  • Created hundreds of foliage assets and dressed them into bg city and fg set extensions.

Techniques and Technologies Used

Foliage

This project was all about the foliage - in all, I created over 500 discrete animated tree and plant assets using Speedtree.

Environment Dressing

Our workflow for dressing environments with instanced geometry was centered around SPI's proprietary Sprout software, which allows the artist to paint instances onto terrain rapidly and with complete manual control over all aspects of each individual instance. 

Scatter data is exported from Sprout to Alembic point clouds and inserted into shots through proprietary SPI pipeline tools which allow easy deployment to hundreds of shots at a time.


Jumanji: The Next Level

Live action feature, Columbia Pictures, 2019

Environments Lead

Details

A tremendously enjoyable, concentrated project with just one goal: to make a highly detailed, photoreal desert and chasm and integrate it seamlessly with location plate photography.


My small team of artists worked in Houdini to generate the canyon geometry. Point attributes generated in Houdini fed into the lookdev we created in Katana. And the environment was hand-dressed in great detail with millions of instances of rocks, twigs and other debris.

Video Links

Men In Black: International

Live action feature, Columbia Pictures, 2019

Environments Lead

Details

This was one of those projects where we had to think on our feet and adapt to highly variable resources, utilizing a mix of:

  • Full 3d environments (street level at base of Eiffel Tower)
    • I created a 3d environment of trees and street furniture and dressed the fg/mg environment with Sprout. A matte painted city and night sky formed the backdrop.
  • Matte painted aerial cityscapes (view from top of Eiffel Tower)
    • We took advantage of good location photography to project Paris onto geometry, allowing reasonable range of camera motion.
  • Hybrid photogrammetry/projected matte painting (view from Trocadero)
    • I cleaned up comprehensive location photography, did a day for night treatment in Photoshop, and projected the images back out onto lidar-derived geometry in Nuke to achieve a poor man's photogrammetry that gave reasonable freedom of camera movement within the environment for the end sequence.

    Video Links

Hotel Transylvania 3: Summer Vacation

Animated Feature, Sony Pictures Animation, 2018

Environments Lead

Details

This was a quick, fun 3-month project - I took on a sequence whilst waiting to start on MIB: International. 
Collaborating with the lookdev team, we repurposed some of the underwater assets previously built for The Meg, dressing a very extensive area of coral heads to create a colourful and unique fantasy underwater environment suitable for the zany antics of Drac and friends.

Video Links

Love, Death and Robots: Lucky 13

Animated Short, Netflix, 2018
Environments Lead
Details
This was a really interesting project. Coming hot on the heels of The Meg, on which I had spearheaded the creation of SPI's FearowPaint software, I was able to create almost all of the surfacing for the forbidding, jagged rocky alien planet with a incredibly compact dataset of only 6 tiled texture sets. 

Video Links

The Meg

Live action feature, Warner Bros, 2018
Environments Lead

Details

Who doesn't love a good Jason Statham action movie? This was a particularly interesting project for me because I started on the show during pre-production and was initially tasked with visual development of the underwater environment using a rapid Modo-based workflow - I modelled, lookdev'd, dressed, lit and rendered a series of images to achieve client buy-off on key aspects of the environment before the sequence was even officially turned over.
 Many of those assets were then ported to SPI's official pipeline to be used in the final environment build.

  • Created a photoreal 3d underwater environment, including some asset development, texturing/lookdev, and environment dressing.
  • Worked with the SPI Dev group on creation, testing and iteration of Fearowpaint 1.0 (proprietary environment texturing system) for this show.

Video Links

Kingsman: The Golden Circle

Live action feature, 20th Century Fox, 2017
Environments Lead
Details
This show is highly significant for me, as it was the show on which we first developed Sprout, SPI's proprietary scattering system. I led a very small environments team that hit way above our weight, creating over a hundred shots of the dense, overgrown jungle environment in 1/6th of the time budgeted. Sprout has since become a key part of the SPI pipeline across multiple departments.
This was also another project where early rapid visual development in  Speedtree and Modo (of 3d jungle) helped achieve buy-off of key looks and concepts from the client very early in the process.

Video Links

Alice Through The Looking Glass

Live action feature, Disney, 2016
Matte Painting Lead
Details
A very challenging show due to the ever-evolving nature of the story, my team of 12 matte painters rose to the challenge and created over 600 shots using every imaginable kind of projection-heavy matte painting technique.

Video Links

Pixels

Live action feature, Columbia, 2014)

Senior Matte Painter

Details
My first show at SPI was a fun mix of set extensions, city replacements, and one very, very high-resolution 270 degree aerial projected matte painting of Washington DC.

Video Links

Workflow, Pipeline and App Development at SPI

In many of the above projects, I've worked very closely with the Pipeline and Development teams at SPI to set the technical standards for and oversee the creation and testing of several key tools and pipelines.
Details
  • Sprout, SPI's proprietary instance scattering/painting system - now a mission-critical part of the pipeline for several departments including Model, Layout and Environments.
  • Fearowpaint, SPI's proprietary PBR landscape texturing system, now in use across multiple SPI projects. 
    • I wrote the complete technical standards for Fearowpaint, and prototyped the heightfield blending algorithm - the heart of how it works - for subsequent implemention by the shader team.
  • Matte Painting pipeline, including integrated color management, Photoshop exporter, and Nuke toolset. 
    • In use across all SPI projects since 2016.
    • I wrote the complete technical standards for it, and designed the UI.
  • Speedtree pipeline, a one-click publishing pipeline that fully automates the process of publishing fully lookdev'd, renderable foliage assets to the SPI pipe from Speedtree.
    • In use across almost all SPI projects since 2017.
    • I re-wrote the technical standards of an existing, simpler publishing system to make it a fully-automated end-to-end solution.

OLDER WORK
1998-2014

Method Studios Vancouver — 2012-2014

Lead Matte Painter on numerous projects, including:

  • The Giver
  • Maleficent
  • Pele

Digital Matte Painter on:

  • San Andreas
  • The Maze Runner
  • Thor: The Dark World

Atmosphere VFX – 2003 - 2012

Co-Founder / Matte Painting Supervisor / VFX Producer

I was one of three co-founders of this Emmy-winning studio, and took on many different roles as we built it to a thriving studio of 50 artists.

We worked on television shows as diverse as Battlestar Galactica, Stargate SG-1/Atlantis/Universe, and even a bit of Family Guy.

I left Atmosphere VFX in 2012, but it continues to this day - one of the early Vancouver VFX success stories.

Watch our 3d Family Guy sequence (YouTube)

GVFX — 2003–2005

Matte Painter on various television and feature film projects.

Stargate-SG-1 – 1998 - 2002

Digital Matte Painter

My first job in VFX saw me working in the in-house MGM VFX team for Stargate SG-1 seasons 2-5.

I started as a playback graphics artist and was quickly moved up to Matte Painter. I even had a brief moment in front of the camera in a non-speaking role as a harried-looking lab technician.

This was a formative experience for me; I was incredibly privileged to be there right at the beginning of Vancouver's nascent vfx industry.

AWARDS AND HONOURS

Emmy Winner

  • Best Visual Effects for a Broadcast Series (Battlestar Galactica) - 2007

Emmy Nominee

  • Best Visual Effects for a Broadcast Series (Battlestar Galactica) - 2005
  • Best Visual Effects for a Broadcast Series (Stephen King's Kingdom Hospital) - 2004
  • Best Visual Effects for a Broadcast Series (Stargate SG-1) - 2000

Education

University of Liverpool, 1996 - BA (Hons) in Architecture

Skills

I have a very broad and deep range of skills related to the creation of digital environments for live action features, animated features, and live action broadcast series.

Leadership skills

I have had a lot of experience in diverse leadership roles over the years, involving teams of various sizes:

  • Environments Supervisor – SPI
    • I have worked in every sized team, from being the senior partner in small two-person units on smaller live action projects, to managing a dozen or more Environment Artists on larger shows. 
    • SPI has also given me the opportunity to work on both animated and live action projects; I am equally comfortable in both milieus.
  • Co-founder, principal, and matte painting supervisor – Atmosphere Visual Effects.
    • As a Principal of a studio of ~50 artists, I wore a lot of different hats and garnered a lot of experience in managing and supervising artists, interacting with clients, managing productions, bidding, marketing, Systems Administration and more.

Creative Skills

I am a versatile and highly productive all-round Environments artist, with production-tested skills in:

  • Modelling (Houdini, Maya, Speedtree, Modo, Mudbox, etc.)
  • Texturing (Substance Painter/Designer, Mari, etc.)
  • Lookdev (Katana/Arnold, Modo)
  • Layout/env dressing (SPI proprietary tools, Modo, Clarisse, etc.)
  • Lighting/Rendering (Katana/Arnold, Modo)
  • Comping (Nuke)
  • Matte Painting (Photoshop, Nuke, etc.