I'm a technical artist specializing in pipelines for animation and VFX. I have experience with Python and VEX for creating tools in Maya, Houdini, and Unreal Engine.
Check my demo reel and projects below, or read more about me here.
Demo reel
Projects
Python scripting
Light profile library tool
Maya script to visually browse and apply IES light profiles to compatible lights for rendering with Arnold or Redshift.
Python script & Editor Utility Widget
Texture blending tool
Unreal Engine script to speed up the workflow of applying runtime virtual textures to a landscape material and static mesh actors to blend them into their environment.
Python scripting
Vehicle auto-rigger
Vehicle auto-rigger using python for Maya built with python for Maya. Handled pipeline to Unreal Engine as well.
Houdini & Unreal Engine
Procedural trees
Procedural tree tool capable of creating trees for film and games running in Unreal Engine. Designed for layout artists and environment artists, controls are intuitive and quick to use.
Houdini
Procedural bridge
Procedurally modelled bridge based on the Millau Viaduct in France. Adjustable path, height, cables and support structures.
About
I love animation, and have a knack for tackling technical challenges. I thrive on transforming ideas into stunning visuals and enjoy every step of the process. I specialise in building pipeline tools to help artist work more quickly. I'm at my best when I'm learning something new and applying that to my work, I just wrapped up the Technical Arts program at BCIT and I’m looking for my next steps in the industry!
You can check out my GitHub, view more project demos on Vimeo, connect on LinkedIn, or email me at gnlconnell@gmail.com.
Outside of work I love to run, draw, listen to and make music! Some of my current favourite artists are Jasmine Myra, Floating Points, Four Tet, and Fred Again...
Education
BCIT · Technical arts
2023-2024 · Advanced diploma
Worked in Maya, Houdini, Unreal Engine and more to understand the entire film and gaming pipelines. From modelling, through to tools development, rendering, and compositing. Work involved modelling, rigging, rendering, game design, with an emphasis on scripting in python to accelerate artist’s workflows. Built auto-riggers, pipeline tools, asset management tools and more in Maya and Unreal Engine. Several projects involved collaborating with other students to build our tools.
Highlights:
- Project management experience completing a game, start to finish.
- Focus on Python scripting for pipeline automation and tool development.
- Experience working with others to overcome technical challenges.
- Graduated with distinction (3.84 GPA).
Emily Carr University · New media & sound arts
2017-2021 · Bachelor of media arts
Created interactive works to focus on how sound and visuals collectively engage audiences.
Highlights:
- iOS development coursework and mobile UI; prototyping and usability iteration, including AR experiences with Apple's ARKit.
- Video production including motion graphics and editing with Adobe After Effects and Premiere Pro.
- Audio production and post-production on live action gaming, and animation in Pro Tools, Ableton Live, Reaper.
- Created interactive installations using Arduino controlled systems, multichannel audio, and projection mapping.
- Built simple circuits for creating interfaces with custom hardware.
- Rapid prototyping with 3D printing, laser cutting, and woodworking.