Compositing showreel 2026


I was the main compositor on all shots at least up to the final look was established.
But most shots were taken zu creative approval by myself. In some cases I even took over the QC phase.
In most cases roto and paint were outsourced.
In some cases I was responsible for some of the CG elements as well as the compositing task.


Quick reference in top right corner:
Unreal Comp Lead

Compositing lead showreel 2026


All shots are taken form sequences that I was compositing lead on.
I was leading teams of various sizes up to around 15 artists. I was responsible for
setting up key shots and other sequence specific setups. As well as: Briefing
outsource vendors, onboarding new starters, creative reviews, and interfacing
with lighting on technical comp strategic issues.
In some cases shooting sequence specific elements was also part of my responsibilities.
I was also leading the Unreal team that contributed CG
background layers in some sequences.


Quick reference in top right corner:
Unreal Comp Lead

Lead Unreal artist showreel 2026


In both shows I was leading a team of Unreal artist taking responsibility for the environment.
On Season 1 it was mainly ICVFX driven work. My team of up to 6 artist and TDs
created 5 Environments in various lighting scenarios and optimised the performance
to run on a LED stage.
I also supervised most of the environments on set.
We also produced final pixel renders for volume fixes in post production.
In Season 2 my team created the entire environment (forest, battlefield, and volumetric sky)
and rendered environment CG layers for around 70 Shots. Including some hybrid shots.


Quick reference in top right corner:
Unreal Comp Lead