Call of Duty: Black Ops 7

Developing in-game mission briefing cinematics that visualise immersive near future quantum interfaces and data driven environments, used to situate the player as they explore the campaign.

Call of Duty: Black Ops 7

Developing in-game mission briefing cinematics that visualise immersive near future quantum interfaces and data driven environments, used to situate the player as they explore the campaign.

Call of Duty: Black Ops 7

Developing in-game mission briefing cinematics that visualise immersive near future quantum interfaces and data driven environments, used to situate the player as they explore the campaign.

Call of Duty: Black Ops 7

Developing in-game mission briefing cinematics that visualise immersive near future quantum interfaces and data driven environments, used to situate the player as they explore 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

Fraser designed and animated the complex topographic information layers and graphic elements that sat somewhere between the physical and digital quality of the Avalon map's iridescent nature.

Fraser designed and animated the complex topographic information layers and graphic elements that sat somewhere between the physical and digital quality of the Avalon map's iridescent nature.

Development

Designing and compositing art-directable particle simulations to convey the urgency of the Cradle’s toxic release and spread across the entire playable landmass of the game.

Development

Designing and compositing art-directable particle simulations to convey the urgency of the Cradle’s toxic release and spread across the entire playable landmass of the game.

Development

Designing and compositing art-directable particle simulations to convey the urgency of the Cradle’s toxic release and spread across the entire playable landmass of the game.

Development

Designing and compositing art-directable particle simulations to convey the urgency of the Cradle’s toxic release and spread across the entire playable landmass of the game.

Using Houdini to instanciate nested asset variants. The procedural workflow allowed for precise animation of individual canniester prop instances, while maintaining a light and responsive scene.

Using Houdini to instanciate nested asset variants. The procedural workflow allowed for precise animation of individual canniester prop instances, while maintaining a light and responsive scene.

Using Houdini to instanciate nested asset variants. The procedural workflow allowed for precise animation of individual canniester prop instances, while maintaining a light and responsive scene.

Using Houdini to instanciate nested asset variants. The procedural workflow allowed for precise animation of individual canniester prop instances, while maintaining a light and responsive scene.

Custom Tools

Fraser built a HDA that recreates the After Effects ASCII character mapping effect in 3D, using ray intersection/depth on select geometry instead of luminance. This element was one of the many data artefact AOVs used in compositing to finetune the abstract environment’s look and feel.

Custom Tools

Fraser built a HDA that recreates the After Effects ASCII character mapping effect in 3D, using ray intersection/depth on select geometry instead of luminance. This element was one of the many data artefact AOVs used in compositing to finetune the abstract environment’s look and feel.

Custom Tools

Fraser built a HDA that recreates the After Effects ASCII character mapping effect in 3D, using ray intersection/depth on select geometry instead of luminance. This element was one of the many data artefact AOVs used in compositing to finetune the abstract environment’s look and feel.

Custom Tools

Fraser built a HDA that recreates the After Effects ASCII character mapping effect in 3D, using ray intersection/depth on select geometry instead of luminance. This element was one of the many data artefact AOVs used in compositing to finetune the abstract environment’s look and feel.

RELATED WORK

Motion Graphics

Galoni

Up-cycled toy car design inspired by toys made by Tanzanian kids using found objects.

CG Character Sitting On Sofa

Motion Graphics

The Future Of

Immersive lifestyle through the eyes of stylised characters.

RELATED WORK

Motion Graphics

Galoni

Up-cycled toy car design inspired by toys made by Tanzanian kids using found objects.

CG Character Sitting On Sofa

Motion Graphics

The Future Of

Immersive lifestyle through the eyes of stylised characters.

RELATED WORK

Motion Graphics

Galoni

Up-cycled toy car design inspired by toys made by Tanzanian kids using found objects.

CG Character Sitting On Sofa

Motion Graphics

The Future Of

Immersive lifestyle through the eyes of stylised characters.

RELATED WORK

Motion Graphics

Galoni

Up-cycled toy car design inspired by toys made by Tanzanian kids using found objects.

CG Character Sitting On Sofa

Motion Graphics

The Future Of

Immersive lifestyle through the eyes of stylised characters.

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