Contact Info: conlenbreheny@gmail.com | conlenbreheny.com
BREAKDOWN:
1. "The Alchemy of a Storm" Vial of Zeus FX (Trojan Horse was a Unicorn)
FX Artist on The Alchemy of a Storm.
Responsible for Storm Vial FX setup + shotwork and FX rendering.
Effects Design: Developed the FX Rig/Setup for the Vial of Zeus, small storm vial, and internal drone storm used across 23 shots.
Frequency-Domain Velocity Guiding: Applying custom guiding forces to the low frequency component of the velocity field to shape simulation while still allowing organic natural motion, and also to support simulation upres-ing.
2. "Obscurial Destruction" FX Shot (Academic)
“A rage-filled Obscurus wreaks havoc through Brooklyn’s streets.”
Some assets from Quixel Megascans. Responsible for all other aspects.
Based on Obscurus creature from Fantastic Beasts. Webbing setup based on Walt Disney Animation Studios' paper “Weaving the Druun's Webbing” (Jacob Rice, 2021).
Art-Directable Destruction FX: Built a flexible and optimized RBD setup; designed custom guides and constraints for control over shape and timing.
Custom Magic FX: Created webbing element based on a Disney Animation paper; art-directed smoke and particle FX in alignment with animation principles.
Building Generator HDA: Procedurally modeled destruction-ready buildings; designed an organized user interface enabling the generation of unique cities.
3. "Malediction" Ash Particles FX (Truce Media and ReB Media Partners)
FX Artist on the feature Malediction: The Evil Truth.
Responsible for Ash Particle FX setup + shotwork and lighting.
Live Action FX: Created an art-directable FX setup and five shots of a particle creature in Houdini, engaging in dailies to achieve the director’s vision and enhance character performance.
4. "Dragonspirit" FX Shot (Academic)
“What majesty!”
Dragon base model and animation from Huy Khôi; rocks from Quixel Megascans.
Responsible for all other aspects.
Character Driven FX: Designed FX on top of animation, layering procedural animations and simulations to create appealing motion, silhouette, and shapes.
Dailies & Iteration: Clearly presented progress in reviews to actively engage in conversations, anticipating potential problems and receiving notes to address.
5. Spark Portal Real-Time VFX (Academic)
“How strange...”
Responsible for FX simulation, smoke sprite creation, compositing, and color grading.
Environment from Epic Games Fab - Soul: City. Based on portal effect from Doctor Strange.
Appealing FX: Layered natural forces and variation for a chaotic and magical look that immerses the audience.
Dynamic Sprites: Generated smoke flipbooks with utility AOVs in Houdini for in-engine motion blur and dynamic lighting.