Projects

Earlier studio work and projects outside the shows.

Early work · Blur Studio

Halo

Halo: The Master Chief Collection — Blur Studios
Scene Assembler / Lighting Artist — worked on assembling, lighting and compositing in-engine cinematics sequences, building out shots from previs and reference, matching lighting and materials to the game’s look, and delivering final composited frames that sit seamlessly with live-action and gameplay material.

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Sequence 1: Model and texture setup by Jared Tripp

Sequence 2: Model, texture by Kris Kaufman

Sequence 3: Model, texture by Colin James

Sequence 4: Model and texture by Chad Wanstreet

Sequence 5: Model and texture by Jared Tripp

Sequence 6: Model and texture by Jared Tripp

Work done on my own time

Personal Work

I take pride in the work i do in the office and at home. Using my at home workspace to explore and expand on my skills as vfx artist

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MGB GT render: Rendering test of the MG MGB GT in 3ds max

Photogrammetry

I test photogrammetry in prep because the discipline it demands — locked cameras, overlapping coverage, consistent lighting — pays off three ways. The controlled stills feed straight into camera tracking, giving us a spatial baseline and parallax reference that a flat plate can’t, which means cleaner solves and fewer match-move headaches in post. The same scans produce assets with real surface wear and micro-geometry that sit convincingly alongside live-action elements, keeping the line between “reads as the location” and “reads as a render” firmly on our side. Testing it before the shoot, while we have time, is how I make sure none of that is a problem on the day.

Contact

VES Award winner · Emmy nominee

hello@johnnelsonvfx.com Download résumé (PDF)