Laser Dazzle
Ground-sourced green laser tracking an aircraft on approach, escalating until it floods the whole field of view — a cockpit-illumination training scenario.
Canada
3D Environment & VFX Artist
4.5 years building high-fidelity environments and real-time visual effects in Unreal Engine 5 and Niagara for the simulation industry at CAE Inc. — with a background in cinema, direction and photography.
00 — Showreel
Fifty seconds of real-time Niagara work, straight out of engine.
01 — Selected Work
Niagara systems built for CAE’s Prodigy image generator — everything below runs in engine, in real time, inside a fixed frame budget.
Ground-sourced green laser tracking an aircraft on approach, escalating until it floods the whole field of view — a cockpit-illumination training scenario.
Fighter exhaust plume on the runway — banded orange core grading out to violet, with the plume length driven by throttle.
Full incident lifecycle on the apron — ignition, a rising black column, burnout, then the plume shearing off and dissipating downwind.
Large volumetric steam column over a terminal, shown at dusk and in full daylight — the same system reading correctly under both lighting setups.
One explosion system stepped through scale 1 to 10 over a terminal environment — a single emitter covering everything from a small burst to a detonation that fills the sky.
Main-gear contact on the runway — a sharp puff smeared into a streak along the roll-out, then thinning to nothing.
Dense dark smoke rising from a stand beside the jetways, holding shape close to source and breaking up as it climbs.
Ground-hugging fuel vapour drifting across the apron, carried through a full day-to-night cycle to check it under every lighting condition.
Downwash dust ring on hard standing — the toroidal recirculation pattern a rotor throws up, tested across four light levels.
Corona of sparks thrown off the rotor disc, captured live in the editor viewport with the emitter running.
Targeting dot tracking across apron and jetway geometry, holding contact and scale as it crosses surfaces at different angles.
Four impact systems back to back on a test grid — explosion debris, bullet impact on sand, on grass, and terrain muzzle flash.
The same impact system dropped into a live airfield scene, throwing dirt clods that arc and settle against real ground textures.
Tracer rounds crossing a coastal airfield, sized to stay readable from altitude without blowing out at close range.
Descending flare over a blacked-out airfield, throwing moving light across the ground as it falls.
02 — Environment & Asset Art
Production models built across five simulation libraries — modelled, unwrapped and textured to a shared spec so they drop straight into a scene.
Five production libraries, modelled and textured to a shared spec.
03 — Shipped
Two products the work went into. Both videos are published by the companies themselves — the environments and assets on screen are the kind I built and maintained.
CAE’s game-engine visual system for flight simulation. I worked on it primarily as a VFX artist — the Niagara systems in Real-time VFX above are built for this image generator — and earlier on 3D environment and asset modelling.
A GIS-driven system for producing large-scale digital-twin environments. I worked on 3D modelling — buildings, vehicles, vegetation and environment props for the asset library.
04 — Earlier Studies
Where the environment work started — a real-time interior built in Unreal, plus character and modeling studies.
A real-time reconstruction of the Duchess Anna Amalia Library in Weimar — modular shelving, sculpted busts and a warm practical-light setup, walked through in a single 30-second move.
Personal project taken from scratch to a fully rendered real-time character. Concept by Aleksandr Nikonov.
Stylised character study — proportion, silhouette and a clean hand-painted texture pass.
Beauty still from the environment above, down the main axis of the reading room.
05 — Direction & Camera
Directed, shot and edited. A cinema background that feeds the framing and lighting in the 3D work.
06 — What I do
Modular, high-precision environments for real-time engines — modeling, PBR texturing, look-dev and lighting, held to polygon budgets across every LOD tier.
Niagara systems for simulation and games — smoke, fire, explosions, impacts, contrails and afterburners, with custom Blueprint-driven particle logic and collision.
Sprint-based production with QA checkpoints, shared asset and material libraries, and the version control and tracking a mid-size art team runs on.
End-to-end content production — directing, shooting, editing, photography and graphic design, plus social and campaign management.
07 — About
I’m a 3D Environment & VFX Artist with 4.5 years in the simulation industry. At CAE Inc. I spent two and a half years building high-precision modular environments, then moved onto visual effects — authoring 40+ categories of Niagara systems for smoke, fire, explosions, impacts, contrails and afterburners, each one held to a strict performance budget.
The work runs the full pipeline: Blueprint-driven particle logic, collision and physics debugging, LOD and polygon budgets across large-scale scenes, a shared VFX texture and material library for the team, and a Civil GIS pass blending multi-resolution satellite imagery across 39 ICAO airport sites. Every sprint shipped on time.
I came to 3D through cinema — a Master’s in Cinema in Montreal, then dedicated 3D training, after several years directing, shooting and editing commercial work. That mix is the point: I frame and light a 3D environment the way I’d frame and light a shot.