
Call of Duty: Black Ops 7
Developed in-game mission briefing cinematics that visualised near-future quantum interfaces and data-driven environments, helping establish the player’s context as they explored the campaign.
Call of Duty: Black Ops 7
Developed in-game mission briefing cinematics that visualised near-future quantum interfaces and data-driven environments, helping establish the player’s context as they explored the campaign.
Call of Duty: Black Ops 7
Developed in-game mission briefing cinematics that visualised near-future quantum interfaces and data-driven environments, helping establish the player’s context as they explored the campaign.
Call of Duty: Black Ops 7
Developed in-game mission briefing cinematics that visualised near-future quantum interfaces and data-driven environments, helping establish the player’s context as they explored the campaign.
Role
3D Generalist
Compositor
Motion Designer
Software
Houdini
After Effects
Cinema 4D
Nuke
Studio
Role
3D Generalist
Compositor
Motion Designer
Software
Houdini
After Effects
Cinema 4D
Nuke
Studio
Role
3D Generalist
Compositor
Motion Designer
Software
Houdini
After Effects
Cinema 4D
Nuke
Studio
Role
3D Generalist
Compositor
Motion Designer
Software
Houdini
After Effects
Cinema 4D
Nuke
Studio
Complex layers of topographic data and graphic elements were designed and animated to sit between the physical and digital qualities of Avalon’s iridescent landscape.
Complex layers of topographic data and graphic elements were designed and animated to sit between the physical and digital qualities of Avalon’s iridescent landscape.
Development
Art-directable particle simulations were created and composited to show the urgency of the Cradle’s toxic release and how it spreads across the game’s playable landmass.
Development
Art-directable particle simulations were created and composited to show the urgency of the Cradle’s toxic release and how it spreads across the game’s playable landmass.
Development
Art-directable particle simulations were created and composited to show the urgency of the Cradle’s toxic release and how it spreads across the game’s playable landmass.
Development
Art-directable particle simulations were created and composited to show the urgency of the Cradle’s toxic release and how it spreads across the game’s playable landmass.
A procedural Houdini workflow was developed to instantiate nested asset variants, allowing individual canister props to be animated accurately while keeping the scene light and responsive.
A procedural Houdini workflow was developed to instantiate nested asset variants, allowing individual canister props to be animated accurately while keeping the scene light and responsive.
A procedural Houdini workflow was developed to instantiate nested asset variants, allowing individual canister props to be animated accurately while keeping the scene light and responsive.
A procedural Houdini workflow was developed to instantiate nested asset variants, allowing individual canister props to be animated accurately while keeping the scene light and responsive.
Custom Tools
A custom HDA was also created to replicate an After Effects ASCII character-mapping effect in 3D. Instead of using luminance, the system uses ray intersections and depth information from selected geometry to drive the effect. The resulting element was used as one of several data-artifact AOVs in compositing, giving greater control over the final look and feel of the abstract environment.
Custom Tools
A custom HDA was also created to replicate an After Effects ASCII character-mapping effect in 3D. Instead of using luminance, the system uses ray intersections and depth information from selected geometry to drive the effect. The resulting element was used as one of several data-artifact AOVs in compositing, giving greater control over the final look and feel of the abstract environment.
Custom Tools
A custom HDA was also created to replicate an After Effects ASCII character-mapping effect in 3D. Instead of using luminance, the system uses ray intersections and depth information from selected geometry to drive the effect. The resulting element was used as one of several data-artifact AOVs in compositing, giving greater control over the final look and feel of the abstract environment.
Custom Tools
A custom HDA was also created to replicate an After Effects ASCII character-mapping effect in 3D. Instead of using luminance, the system uses ray intersections and depth information from selected geometry to drive the effect. The resulting element was used as one of several data-artifact AOVs in compositing, giving greater control over the final look and feel of the abstract environment.
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Motion Graphics
Showreel Three
A somewhat well-annotated showreel...

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Motion Graphics
Showreel Three
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Contact
Got an exciting project in the works? Get in touch…
Copyright
|
Fraser Ntukula
|
2026
Contact
Got a project in the works? Let's chat!
Copyright
|
Fraser Ntukula
|
2026
Contact
Got an exciting project in the works? Get in touch…
Copyright
|
Fraser Ntukula
|
2026
Contact
Got an exciting project in the works? Get in touch…
Copyright
|
Fraser Ntukula
|
2026







