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James Todd

CG Generalist / TD

Download James Todd 2026 CV.pdf

CG Generalist with experience as a freelancer and in studio, primarily using Maya, as an artist and TD. Lots of experience in using Unreal as an offline content creation tool.

Technical Proficiency

3D

  • Maya (Expert - 10+ years, PyMel, XGen, Arnold)
  • Unreal Engine 5 (Sequencer, Blueprints, scripts, materials)
  • Whatever the project calls for

Pipeline & Scripting

Python, PyMel, Flow, Revision control, Deadline (Render Farm Management).

Generalist Skills

Photogrammetry (Reality Capture), Rigging (Maya & Unreal Control Rig), Particle FX (Niagara/nParticles).

Creative Suite

Adobe After Effects, Premiere, Photoshop, Illustrator, InDesign.

Experience

Doghouse Post Production

2023 - 2026
CG Lead / Pipeline TD

Acting as the bridge between technical infrastructure and the VFX department, overseeing the studios transition to Live-Action / real time CG workflows.

  • Andy's Dino Island Spearheaded the implementation of a new massive-scale pipeline integrating live action with Unreal Engine. Overseeing the CG department, including artists, managing asset flow from Maya to Unreal.
    • Lead and TD'd entire project over two years, 28 episodes.
    • Pipeline Architecture: Developed custom Python scripts and Unreal Blueprints to automate render sorting, asset ingestion, and metadata tracking, significantly reducing manual overhead.
    • Infrastructure: Deployed and managed Revision Control (SVN) and maintained the local Render Farm as well as system scripting to organise renders and assets.
    • Leadership: Guided and oversaw junior artists and supported movement to Unreal.
  • Predator v Prey (Nat Geo): Delivered high-fidelity creature FX work, using XGen for photorealistic fur rendering and close-up detail passes.
  • Andy's Global Adventures (S2, S3): Architected the rigging and asset optimization workflow for Unreal Engine.
  • Funny Talking Animals (Sky Kids): Developed a proprietary Maya script to automatically sync animation timelines with tracked footage edits, automating the retiming process for muzzle replacements.

Freelance CG Generalist & Designer

Delivering high-end 3D content for broadcast, print, and immersive platforms.

  • Manual (Men's Health Brand) Sole CG artist for two broadcast spots (Euro 2024), handling end-to-end production in Maya & Arnold from layout to final render.
  • Whitehart Multimedia Created and animated technical training assets for Network Rail using Unreal Engine.
  • Octopus Immersive / National Trust Executed a full asset pipeline (Modeling, Rigging, Texturing) for an Augmented Reality (AR) trail, focusing on mobile optimization and photogrammetry cleanup.

Instructor

UWE Bristol

2021 - 2023
Senior Technical Instructor
  • Provided high-level technical instruction for Animation BA/MA cohorts, introducing modern software workflows to the syllabus.
  • (Additionally long term sick cover for lecturer / supervisor).
  • Received top-tier feedback in student forums for providing one-on-one technical mentorship and troubleshooting complex project files.

Boomsatsuma

Oct 2025
Visiting Lecturer

Delivered masterclasses to Game Design undergraduates on advanced animation timing and Unreal Engine integration.

Referees available upon request