GÁBOR ABBAS
KEY FX ARTIST/TD
Hello,
I’m an 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.
- Argylle (2024) (feature)
- Procedural and simulated oil splashes
- Transformers: Rise of the Beasts (2023) (feature)
- 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)
- Underwater magical smoke simulation in alignment with other elements.
- Implementing existing ocean setups into shots.
- Disenchanted (2022) (feature)
- 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)
- 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)
- 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)
- 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)
- Look develop, simulate and shading multiple smoke and dust elements.
- Populate shots with enemy characters’ magical disappearance.
- League of Legends: Ruination (2021) (Cinematics)
- Look develop, simulate and shading of a hero’s spell, based on the video game.
- Populate shots with enemy characters’ magical disappearance.
- Warframe (2019) (Cinematic trailer)
- Look develop and animate a procedural alien mold like goo system on various surfaces, including some characters.
- Gungrave G.O.R.E. (2020) (Cinematics)
- Look develop, simulate and render multiple hero energy explosions and shockwaves.
- Sniper Ghost Warrior Contracts (2019) (Cinematic trailer)
- Look developing, simulating and shading a slow motion sniper muzzle flash.
- Destiny 2: Forsaken (2018) (Cinematics)
- Look developing, simulating and shading all the fire lements in one of the cinematic cut scene.
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)