GÁBOR ABBAS
KEY FX ARTIST/TD
Hello,
I’m a Key FX Artist/TD, working mainly in Houdini.
Creating motion picture is my passion.
Open-source advocate.
Expat living in Montreal.
My Experience
KEY FX ARTIST MPC 2021 - 2024
I’m responsible for creating variouse effects, from RnD/Lookdev to
final simulation and for creating assets for other artists to use.
Occasionally leading other artists on specific sequences.
Atlas | 2024 | (feature)
Key FX Artist
- Creating various fire elements
Argyle | 2024 | (feature)
Key FX Artist
- Procedural and simulated oil splashes
Transformers: Rise of the beasts | 2023 | (feature)
Key FX Artist
- Creating simulated and procedural enviroment rainforest fog setup/HDA for other artists to use.
- Shock wave and other volumetric interactions.
- Implementing existing water interaction setups into shots.
The Little Mermaid | 2023 | (feature)
Key FX Artist
- Underwater magical smoke simulation in alignment with other elements.
- Implementing existing ocean setups into shots.
Disenchanted | 2022 | (feature)
Key FX Artist
- Look developing all magical elements of a key sequence, including simulation, rendering and primary comp.
- Creating Houdini Digital Assets, based on the lookdev, for other artists to use.
- Leading a group of artists on this specific sequence, help them addressing notes given by the supervisors.
- Communicating with the supervisors and production, allocating artists to tasks, being the primary person responsible to deliver the sequence.
Nope | 2022 | (feature)
KEX FX Artist
- Look developing and simulating a hero steam explosion, in a key
sequence. Using Houdini’s pyro sparse solver with custom microsolvers a
to achive a very certain, predefined look and feel to match the rest of
the film.
FX ARTIST Digic Pictures 2018 - 2021
My main responsibilities were to create liquid, pyro, grain and
rigid body effects, from RnD/Lookdev to simulating and
rendering.
Call of Duty: Vanguard | 2021 | (Cinematics)
FX Artist
- Look develop, simulate and shading multiple explosions, fire and smoke trail elements. Including creating a library of various flak explosions to place into multiple shots throughout a key sequence.
Rainbow Six Extraction | 2021 | (Cinematics)
FX Artist
- Look develop and animate a procedural alien mold like goo system on various surfaces, including some characters.
Call of Duty: Block Ops Cold war | 2020 | (Cinematics)
FX Artist
- Look develop, simulate and shading multiple smoke and dust elements.
League of Legends: Ruination | 2020 | (Cinematic trailer)
FX Artist
- Look develop, simulate and shading of a hero’s spell, based on the video game.
- Populate shots with enemy characters’ magical disappearance.
Gungrave | 2020 | (Cinematics)
FX Artist
- Look develop, simulate and render multiple hero energy explosions and shockwaves.
Warframe | 2019 | (Cinematic trailer)
FX Artist
- Look develop, simulate and shading a ground explosion and energy shockwave.
- Look develop and simulate debris with character interaction.
- Create missle trails with simulation, for hero elements and with procedural techniques, for background elements.
Sniper Ghost Warrior Contracts | 2019 | (Cinematic trailer)
FX Artist
- Look develop, simulate and shading of a hero’s spell, based on the video game.
- Populate shots with enemy characters’ magical disappearance.
Destiny 2: Forsaken | 2018 | (Cinematics)
FX Artist
- Look develop, simulate and shading a ground explosion and energy shockwave.
- Look develop and simulate debris with character interaction.
- Create missle trails with simulation, for hero elements and with procedural techniques, for background elements.
FX ARTIST
MAXIN10SITY
2017 - 2018
My main responsibilities were to create effects from RnD/Lookdev
to Compositing, besides that, I was creating assets for other
artists to use. Furthermore, I also managed the internal network
and the render tasks.
- FINA Budapest 2017 World Championship Opening Ceremony Projection Mapping on Buda Castle (2017) (3D animation for projection mapping)
- Structures of Life – Projection Mapping on Palace of Karlsruhe for Schlosslichtspiele (2017) (3D animation for projection mapping)
- I’MMORTAL – Projection Mapping on Palace of Karlsruhe for Schlosslichtspiele (2018) (3D animation for projection mapping)
3D Generalist
MAXIN10SITY
2016 - 2017
My main responsibilities were asset creation, animation, liquid
effects, shading, rendering, compositing. Also the management
of the renderfarm.
- HAILstorm! – Projection Mapping on Rackham Building for University of Michigan (2017) (3D animation for projection mapping)