James Todd
CG Generalist / TD
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 - 2026Acting 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- 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 2025Delivered masterclasses to Game Design undergraduates on advanced animation timing and Unreal Engine integration.