
JAMES HALL \\
Auckland, New Zealand
CONTACT \\
james@jameshall.nz
Raised on a healthy diet of 80s film and televisions mind blowing special effects, a single question was forever etched into my curious mind...
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That single question propelled me on a path to discover a life's passion for computer generated imagery (CGI) and fueled a 20+ year career, driving me to discover, learn, improve and share with each delivery. A career which has seen me working in a variety of spaces from advertising, architecture, product and marine visualisation, gaming and real-time experiences, film and television.
Over the course of my career I've developed extensive knowledge and experience in many stages of CGI production.
Pre-production: Proposals, animatic and storyboarding, photography plans and capture, pipeline research and implementation.
Production: Modelling, texturing and materials, rigging and animation, lighting and rendering, compositing and delivery.
Management: Hardware and software, budgeting and timelines, task breakdown and distribution, team resourcing, client liaising.​​
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A success to me is developing a project from concept to completion. Working along side a passionate team and best maximizing available resources, working closely with clients and taking them on the CGI journey, and to not only deliver expectations but above and beyond expectations.
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​​Working predominantly with Autodesk and Adobe suites, I do however subscribe to a "Whatever works!” mentality, and treat any opportunity to learn a new tool or workflow, as a win for the project and skillset.
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"How'd they do that?"
TOOLS \\ Autodesk, Adobe, Chaosgroup, Unreal, Black Magic, The Foundry, Substance, IToosoft, Gaea, The Pixel Farm
CAREER HISTORY \\

2022
COMPANY \\ GHD DIGITAL
POSITION \\ SENIOR 3D ARTIST​​​
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GHD offered a unique fit for my skillset, creating CGI solutions for both large and small scale, environment infrastructure and architecture projects. Working closely with the highly skilled design engineers, helped me realise the potential of bringing two worlds closer together, CGI and Geographic Information System (GIS). Bringing new workflows, toolsets and experiences helped heavily embed me into the GHD visualisation team and my motivation to share and teach has greatly assisted driving delivery quality.
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PRIMARY RESPONSABILITIES \\
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Create and deliver high quality, computer generated imagery.
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Work along side management, developing potential CGI solutions for clients.
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Client support, liaising and ongoing relationships.
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Pipeline research, development and implementation.
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One on one training, upskilling and trouble shooting.​
2015
COMPANY \\ BUILDMEDIA
POSITION \\ SENIOR 3D ARTIST​​​
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While studying I had the opportunity to join Buildmedia part time, assisting the team where needed and getting up to speed with the companies key workflows. Once my studies where complete I came on board as a full time Senior 3d Artist. Over my almost 10 years with Buildmedia my role expanded to encompass the entire CGI pipeline. From initial client meetings, pitches and proposals, through to production and resource management, ending with delivery and ongoing client support.​
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PRIMARY RESPONSABILITIES \\
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Create and deliver high quality, computer generated imagery.
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Work along side management, developing potential CGI solutions for clients.
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Client support, liaising and ongoing relationships.
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Pipeline research, development and implementation.
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Onboarding new starters, workflows and processes.
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One on one training, upskilling and trouble shooting.
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​​​Workstation and render farm: hardware, software and licensing management.​​​​​​​​​
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"James is very passionate about his work and enjoyed sharing his knowledge with others. He has a natural teaching ability and was instrumental in upskilling other members of the team." Gareth Ross, CEO Buildmedia.
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2013
SCHOOL \\ MEDIA DESIGN SCHOOL
COURSE \\ BACHELOR OF ART AND DESIGN, 3D ANIMATION AND VISUAL EFFECTS​​​
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After eight years working in the industry, I returned to tertiary education to up-skill, network and develop as a 3d Artist. Media Design School offered a Bachelor’s degree in 3d Animation and Visual Effects, choosing to specialise in Technical Direction. Studying a subject I love, along side peers who shared my enthusiasm, at a school that encouraged growth, monumentally reinvigorated and re-energized my drive and passion for CGI.
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HIGHLIGHTS \\
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Writing, directing, and working along side talented peers to develop, Impasse.
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​Networking with like minded peers, tutors and industry leaders.
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​Broadening skillsets, workflows and software proficiencies.​​​​​​​​​
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​Opening up new and exciting pathways for my skillset.​​​
2007
COMPANY \\ URBAN VOYAGE
POSITION \\ LEAD 3D ARTIST​​​
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A change of career direction saw a shift in focus toward a more realistic output, joining Urban Voyage as 3d Artist working primarily on architectural, product and marine visualisation. Urban Voyage gave me the opportunity to explore off-line renderers such as Vray, giving me the skills to deliver photorealistic results. Taking onboard both hardware and software management, also gave me the skills and confidence to setup and maintain the tools required to create and deliver computer generated imagery.
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PRIMARY RESPONSABILITIES \\
-
Create and deliver high quality, computer generated imagery.
-
​​Work along side management, developing potential CGI solutions for clients.
-
​​​Workstation and render farm: hardware, software and licensing management.
-
One on one training, upskilling and trouble shooting.
-
Pipeline research, development and deployment.​​​​​​​​​
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"The results are always outstanding and his ability to lead a team of artists to create results that exceeded our customer’s expectations was second to none." Richard Elliot, CEO Urban Voyage.
2004
COMPANY \\ BINARY STAR
POSITION \\ 3D ARTIST​​​
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Being heavily involved in game modding communities, helped secure my first industry job as a 3d Artist at Binary Star. The role saw me creating real-time assets from weapons and props to environments, for their in-house custom engine and adventure game, Homeland. I also worked closely with the programming team to help develop artist to engine workflows. Which included the at the time new technology of normal mapping, earning myself the nick name Captain Tangent!
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PRIMARY RESPONSABILITIES \\
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Create and deliver high quality, real-time, game ready, assets.
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​Develop and implement, artist to engine workflows.​
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Gameplay features: concept, design and implementation.​​​​​​​​