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I’m Jamie Bennett, a VFX artist who creates realistic and captivating imagery. Combining my fascination with computers with my love for motion pictures allows me to bring creations to life in the digital world. I am naturally curious which, when combined with my technical background, makes me a problem solver to the end. I am currently seeking work as a 3D generalist but would love to start a career in creature FX.

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Specialisms:

3D Generalist

SHOWREEL

GET TO KNOW JAMIE

What was your inspiration for pursuing a career in this industry?

My inspiration for persuing a career in the industry stems from my natural curiosity. I find myself, more often than not, thinking "How?", rather than "Wow!". Watching early CGI movies as a child, such as Tron and Toy Story, this was also the case. I got my path to answers during my module on digital media in college, picking up Blender and Photoshop unlocked my passion for creating realistic and beautiful visuals. Four years later and I am completing my masters degree in visual effects!

What hobbies do you have?

In my free time, I love to learn. I am always keeping my brain active by tinkering with many different electronic devices much older than I; computers and consoles from the 90s, 80s, and even 70s. I can often be found taking apart and restoring any number of retro consoles and games. This is matched with my love for animals. My life so far has been filled with a menagerie of weird and wonderful creatures.

How would your peers describe you in 3 words?

Approachable, Dependable, Pragmatic.

Do you have any industry experience? If so, please give a concise explanation of the experience.

I haven't had any direct industry experience yet, however that hasn't stopped me from absorbing any and all experience and information from workshops, interviews, seminars and one-on-ones with industry professionals, and I carry this forward into my projects and endeavours to emulate a professional industry studio as best I can. Maintaining these good practices means I will be more ready when I enter a real studio environment.

How would you describe your contribution to your group project?

As the Producer for Same-Day Delivery I was in charge of project management, making sure the project ran smoothly by maintaining production schedules, developing and testing an efficient pipeline, and by setting clear & reasonable deadlines for milestones. I was also the predominant 3D artist, creating the majority of the characters, props, and environments. Close communication with the director was essential to bring their visions to life, taking concept art and feedback and transforming that into the final characters and environments was the majority of my day to day work.

What lessons did you learn from undertaking your project that you'll take with you into your career?

I have learned that project development and project management are two different beasts. As a producer, to be able to manage a team requires a whole different skill set of its own, focusing more on interpersonal and organisational skills over specialised, technical ones. Being able to communicate with my team, manage their tasks, and resolve conflicts, all while taking on 3D Artist responsibilities was challenging, but I found engaging and developing these skills rewarding as it gave me a wider insight into project management and professional studio environments.

What would your ideal first role in the industry be?

My ideal first role would be a generalist position. As a 3D Generalist, I would have exposure to many different areas of production and allow me to gain experience at a faster pace. Eventually I would like to peruse a career in creature FX after bolstering my experience and rounding out my generalist skill set.

What's an achievement from the past 3 years that you're proud of?

Something I'm proud of is my personal development. In each specialism modules I have taken myself from zero understanding of a certain method or software to being able to use it in a portfolio piece. I am proud of the curious and can-do attitude I have maintained over three years of projects, and of the repetioir of techniques and software I now have as a result

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