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INTRODUCTION

I am a VFX artist with more than a decade of experience.

I've had the pleasure of working on some of the biggest blockbuster shows.

My main capabilities in VFX, Virtual Production & Feature Animations are in VFX supervision, studio pipeline design, lighting, compositing & rendering.

Junaid Baig / Supervisor / London

Pinocchio (on-set realtime supervisor)

The Matrix Resurrections (rendering supervisor)

Mirlo & the Magical Opus (senior generalist)

100% Wolf (render supervisor: ReDefine)

Infinite (rendering supervisor)

Fast & Furious 9 (rendering supervisor)

Tenet (rendering supervisor)

Greyhound (rendering supervisor)

No Time to Die (rendering supervisor)

Wonder Woman 1984 (rendering supervisor)

Fast & Furious: Hobbs & Shaw (rendering supervisor)

The Eight Hundred (rendering supervisor)

Avengers: Endgame (rendering supervisor)

Fantastic Beasts: The Crimes of Grindelwald (rendering supervisor)

Bohemian Rhapsody (rendering supervisor)

Venom (rendering supervisor)

Pacific Rim: Uprising (lighting td)

The Hurricane Heist (lighting & lookdev td)

Justice League (lighting td)

Wonder Woman (lighting td)

Life (lighting td)

All the Wonders of the Universe (Short) (senior cg generalist)

Bilal: A New Breed of Hero (lighting supervisor) / (senior generalist)

Virtual Production is bringing filmmakers and VFX more closer than ever. It also helps an actor react better by integrating them in the VFX on set (using LED walls for eg.). Directors and DOPs can make make decisions on the fly, and capture the final shot directly in-camera - eliminating the need of post-VFX to a great degree. This is just the beginning of a new era.
To support this evolution, Epic Games - maker of Unreal Engine, introduced a virtual production fellowship. 6000+ applicants worldwide - 106 selected participants - 4 weeks of intensive learning - unlimited amount of fun! That was Epic's Unreal Fellowship. I am proud to be surrounded by so many talented people from industry who are willing to push the limits of possibility.

These are total of 6 unique environments which I made using the assets from Quixel Megascans and Unreal Marketplace.
The facial performance was captured with liveLink using iPhone. The camera moves were created using a combination of photogrammetry and iPhone virtual camera system, which I filtered later.
This is all realtime. It was running about 12fps at 3k resolution on single 2080ti. I pushed the samples a bit high for final frame rendering and it was still less than 1 minute per frame.

Head of Applied Technology -
DNEG, London, UK.

​Jun,23 - Present

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  • Oversee the development of AI & ML based solution for next generation of rendering technology.

  • Design ML based technology for everyday production needs to aid in the production tracking process.

  • Lead the team to reach mid to long term goals.

  • Work with cross-division HODs to align the technology goals and collate the development efforts.

  • Work with the executives to strategize ways for cost optimisations, and optimal project delivery.

  • Work with vendors to reach the internal production & development goals.

 
Head of Applied Technology -
Dimension Studio, London, UK.

​Jun,23 - Present

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  • Develop new technologies, processes, and workflows that can be used to create the next generation of volumetric capture technology.

  • Lead the company's research and development efforts in the field of on-set services for virtual production.

  • Work on technology to bring animated volumetric captured humans to realtime applications.

  • Use ML for volumetric reconstruction using various techniques, such as radiance & light fields.

  • Develop framework for ML based image processing and generation.

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Vice President of Rendering and R&D -
Lux Machina, London, UK.

​Mar,22 - Jun,23

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  • Identify the challenges, and design workflows & systems for solutions.

  • Develop new technologies, processes, and workflows that can be used to create more immersive and realistic virtual production environments.

  • Lead the company's research and development efforts in the field of virtual production.

  • Oversee the development and implementation of realtime & near-realtime rendering technologies and workflows.

  • Integrate Machine Learning (Computer Vision) in rendering, and products.

  • Create & deploy products for next generation of film making.

  • Develop ways of working with third party Production, Postproduction & VFX houses, in terms of data exchange & creative consultation.

  • Work with the executives to strategize ways for cost optimisations, and optimal project delivery.

  • Work with the CTO to define the future vision and plan out the work to reach goals.

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Rendering Supervisor -
DNEG, London, UK.

​Mar,18 - Feb,22

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  • Work with CG supervisors, Lighting Supervisor and FX Supervisors to devise strategies either using existing resources of company or to develop new resources to make sure a smooth and timely delivery of the show.

  • Prototype the tools and workflows.

  • Attend various HOD and cross site meetings as a stake holder to contribute in technology, pipe-line and various other aspects of production and company for better efficiency, profitability and technological advancements.

  • Attend meetings with software vendors and developers for feedback and related challenges, along with suggestions to improve upon the existing functionality, or new feature requests.

  • Looking over tickets on all the global sites of company and provide the solutions.

  • Troubleshoot tech related challenges on daily basis.

Supervisor Lighting & Shading / Sr. Generalist -
Barajoun Entertainment, Dubai, UAE.

​Sep,13 - Nov,16

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  • Work closely with director to develop the look of sequences.

  • Lead, organise and supervise sequences.

  • Light, render and composite key frames and master shots.

  • Organise dailies and provide artists with feedback.

  • Review vendor's work and provide feedback.

  • Review and approve the look dev of assets to be used in lighting department.

  • Troubleshoot tech related challenges on daily basis.

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FX & Compositing Artist -
The Works Network, Dubai, UAE.

​Sep,11 - Nov,11

 

  • Worked as FX and compositing artist for Panasonic launch advert.

  • Integrated rendered CG elements in shot footage and add FX where needed.

  • Match moved all the shots in 3 minutes TVC which was completely shot on green screen.

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Technical Director -
Direct Positive, Pakistan.

​Feb,10 - Jul,10

 

​Worked on a small scale project for short time. I mainly managed a team of 5-7 artists for the whole production process and worked as a lighting, lookdev and compositing artist.

  • Responsible for cloth and hair simulations, fluid & particle dynamics.

  • Create tools using MEL for animators & rendering artists.

  • Look development, lighting, shading & compositing

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Lighting Technical Director -
DNEG, London, UK.

​Dec,16 - Feb,18

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  • Work with leads to make sure the lighting remains consistent in all shots

  • Light, render and composite shots.

  • Attend dailies and work with feedback.

  • Troubleshoot tech related challenges on daily basis.

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Team Lead, TD FX and Light/Shade -
Twofour54, Abu Dhabi, UAE.

​Jul,12 - Sep,13

 

I was responsible to take care of all the 3D CG related content. My major responsibilities include:

  • Look development

  • Lighting, Shading & Rendering

  • Compositing

  • Tools development

  • Other production related stuff.

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TD, FX, Light/Shade & Compositing -
Real Image, Dubai, UAE.

​Aug,10 - Aug,11

 

  • Responsible for cloth and hair simulations, fluid & particle dynamics.

  • Create tools using MEL for animators & rendering artists.

  • Optimizes the scene rendering time and file size.

  • Develops the look and handles composite strategy.

  • Provides technical assistance in terms of log/linear color spaces.

  • Creates and maintains stereoscopic workflow in hybrid and complete CG productions.

  • Troubleshoots and co-ordinates with the I.T department to ensure an overall flawless workflow.

  • Responsible for match-moving the stereo and mono plates.

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Lighting & Shading Artist -
Inverse Studios, Pakistan.

​Feb,06 - Sep,09

 

  • Look development, environments and characters.

  • Lighting environments & characters.

  • Compositing rendered shots.

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