Jonathan Franklin
Jonathan Franklin
FX Instructor at Lost Boys
Montreal, Canada

I am an FX Artist and mentor. I have knowledge across the various contexts and simulation types of Houdini. I have recently worked as an instructor at Campus VFX - Lost Boys, and am currently looking to move in production.

Resume PDF

Skills

RenderingVFXHoudiniPipelineProceduralism

Software proficiency

Houdini
Houdini
Maya
Maya
Redshift
Redshift
Nuke
Nuke
DaVinci Resolve
DaVinci Resolve
Blender
Blender

Reel

Experience

  • FX Instructor at Campus VFX - Lost Boys
    Montreal, Canada
    August 2021 - Present

    Providing teaching and mentoring to FX students on topics including, but not limited to particle simulation, pyro, FLIP, vellum, rigidbody destruction, rendering, and introductory lessons on Hscript and Python scripting. Conducting daily reviews of student work to achieve goals. Also providing technical support including handling hardware upgrades, maintaining lab software, servers, and our render farm. Also, updating and adding new scripts and services to maintain our in-house pipeline and administering user accounts

  • Freelance Houdini Artist at Theory Visuals
    August 2019 - January 2020

    Produced procedural environmental assets, mainly architectural in nature. Took hair curves from Maya and generated final hair in Houdini. Assisted with some dust and destruction VFX.

  • Houdini Tutor at Utah Valley University
    October 2019 - May 2020

    I worked as a digital media tutor, mainly specializing in Houdini, but also providing assistance in other relevant programs, such as Photoshop, After Effects, Maya, and Unity.

  • Technical Director at UVU Senior Film
    January 2019 - May 2020

    In this film I handled grooming and hair dynamics, environment generation, including procedural building systems, terrain, water, and sky elements. I helped set up rendering, as well as managed most inter-software pipeline, including managing file structure, building python utilities to more easily handle alembic exports. I also managed Houdini scene setup, built a digital asset workflow for maximum efficiency across scene files, and created optimization utilities in Houdini such as a camera-based culler to maximize rendering potential on memory limited hardware.