About the Artist
About the Artist
Sawyer is a Visual Effects Artist and 3D Generalist with 6 years of programming experience and project experience in 3D modeling, texturing, lighting, compositing, and virtual production.
Experienced with Nuke, Maya, Substance Painter, ZBrush, and Unreal Engine, with a strong interest in technical problem-solving and interdisciplinary VFX workflows.
Education
Bachelor of Fine Arts in Visual Effects
Savannah College of Art and Design
Relevant Courses: Programming Models and Shaders, Digital Modeling for Environment and Props, Compositing, Digital Lighting and Rendering
About Me
I have had a lifelong passion for visual arts, culminating in success in visual arts in high school. The newfound success, paired with several years of computer science classes, gave me the confidence to apply to and attend one of the top Visual Effects BFA programs in the country, after a lot of research and college visits. Combining art and computer science for the first time in college led to a brand new passion and set of successes. The experience allowed me to excel quickly in my classes and gave me the tools I needed to graduate in 3 years. My work quality and skill set increased tremendously, and post-graduation, I am continuing to work on these things and grow my portfolio.
Professional Summary
Softwares
Modeling, Texturing, Rendering Software
Logos: Adobe Photoshop, Procreate
Logos: Unreal Engine, ZBrush, Maya, Blender, Marmoset Toolbag, Adobe Substance Painter, Adobe Substance Designer
Compositing and Editing Software
Logos: Adobe Premiere Pro, Nuke, Adobe After Effects
Digital Art Software
Experience
Resurgence
March 2026 - June 2026Compositor and Tracking Artist
One of a team of compositors for a live-action short film, contributing to the shot tracking, compositing, and visual effects look pipeline development. The film takes place in a sci-fi universe where people have powers that manifest as glowing veins in their arms while fighting.
KeenTools GeoTracker for Nuke helped track the stunt actors’ bodies in the footage, while more complicated shots required frame-by-frame tracking, and generate 3D tracking data to use with a 3D mask made in Maya.
Close collaboration with the rest of the team to refine shots maintained look consistency throughout each shot.
The Wanting Tree
February 2026 - April 2026Production Designer
Created a 3D asset and a real-life, full-scale prop replica of said asset for a live-action short film shot on the LED Volume stage. The film centers around an important mystical tree in a forest that someone is studying.
Designed and created a realistic 3D tree asset using Maya, ZBrush, and Substance Painter. Everything had to be prepared for an Unreal Engine environment to be used for virtual production on the LED Volume stage. Then, worked directly with the director to create the large-scale physical prop for the shoot.
Set dressed the live-action shoot with physical props and plants to integrate the LED wall and Unreal environment with the practical set.
Around the Sun
January 2026 - June 20263D Modeler and Texture Artist
On a team of modelers and texturers for the short film “Around the Sun”
Modeled realistic props and environment assets in Maya and ZBrush, then textured them in Substance Painter, all using real references and accurate proportions.
Emphasized environmental storytelling, adding details that drive the narrative while maintaining realism and stylistic balance.
No Stars Below
February 2026 - May 2026Lead Compositor
Served as the primary compositor for a live-action sci-fi short film, “No Stars Below", integrating CG assets and visual effects with live-action footage plates. Composited CG Spaceship assets and effects in Nuke, matching lighting, color, and perspective with live-action plates
Worked directly with the director to refine visual effects, implement feedback, and track shot progress through completion. Quick turnarounds required constant communication and rapid implementation of feedback.
The Grimoire of Froginni Provolochini
March 2025 - June 2025Technical Director
Owned the technical workflow for the short film “The Grimoire of Froginni Provolochini’s” production, handling modeling, texturing, and lighting, while consulting on technical animation.
Modeled 3D assets in Maya to build the entire environment, created all textures in Substance Painter, and built lighting setups in Arnold.
Collaborated closely with the director throughout production to implement feedback and maintain a consistent visual direction. On a small team, I took on more responsibilities and communicated more closely with the team and director.
Scour
January 2025 - March 20253D Modeler
Completed 3D model assets for the environment of the game project “Scour”
Modeled plants in Maya from scratch, UV unwrapped them, and simplified the models for game functionality.
Communicated updates to game leads and adhered to Unreal modeling and naming conventions.