Tag Archives: Ashford International Studios

Gold Rushing

For the last nine months I’ve been working for Fluid Pictures on graphics for Raw TV’s Gold Rush, a documentary series for Discovery Channel.

There seem to be two responses to the above. One is to ask what the show entails, the other is to ask why on Earth it needs visual effects. I tend to think of the Gold Rush work to be 3D graphics rather than VFX as it clearly isn’t aiming for a photoreal aesthetic. Unfortunately it’s this that keeps the show off my reel as the two styles clash. Luckily for me, Fluid have their own reel of graphics we’ve made!

I worked on many of these shots, bar the ones at 00:11, 00:17, 00:20, 00:26, 00:31, 00:42, 00:50, 00:53, 00:59, 1:03


I’ve personally been involved with season 10-12 and even a few shots on season 9. Each season is around 24 episodes long, with earlier episodes being broadcast as the later ones are edited. This time constraint, with a delivery every week, means graphics can’t be too fancy or they would continually fall very short of the client’s ideal.

That all being said, we used Houdini as the 3D software of choice, usually used as a straight VFX tool. The node-based methodology, excellent terrain tools and a fairly logical workflow worked in our favour. It was the first time where locations could easily be referenced directly from GIS data. We made tools for drawing out rivers, the cuts in the ground, tree distributions and so on, such that we could concentrate on the shot content. Much of the time the graphics explain how things work or the challenge of moving material from one location to another, but also mechanical things break, especially those with moving parts, so many of the graphics are there to show the problem and how it’s solved.

Oddly there are still technical challenges on this show, with Houdini FX actually being necessary for smoke. Also, although we had simpler Houdini Core solutions for dirt, water and conveyors, we needed to show these things going wrong dynamically or illustrate a point close up.

The show has improved my Redshift 3D skills and made me learn about HDAs, rigging excavators, POP fluids, and machining engine parts using VDBs. That being said, three series is enough for me now. I’m moving on to pastures new with actual VFX work on actual plates.

Gold Rush, at times in its life the most watched show in America on a Friday night, is available on the Discovery network of channels and Discovery+ in the UK.

2020 3D VFX REEL

PDF Shot Breakdown of 2020 3D VFX Reel

After a few more years of pootling about working in London and 2 years of Houdini work, it’s about time I updated my VFX reel! The previous one missed many projects out, so it’s fitting that this one is practically a 2019 one, especially considering the months spent during lockdown working on a personal project or two.

This particular reel contains some of the more effective and impactful shots I worked on for The Planets and the second series of Britannia, both at Lola Post Production in London’s West End. The Planets mainly involved decorative spheres in space, with a strong style that leans heavily on NASA’s archives with inky blacks and no stars. See my preview post from a while back for details!

Towards the end of The Planets I moved on to Britannia Season 2 as the CG shots were ramping up considerably. See my previous blog post for more details on that!

As an aside here, as someone who has switched 3D software to Houdini, if you’re considering learning Houdini, don’t be daunted! Start with the simpler stuff. At Lola, I was given a Houdini Core license which gets used in studios to do the day to day 3D tasks, working on shots, bringing in assets others have made, plus creating shaders, doing layout work etc. If you can handle that, the FX stuff becomes a lot easier to get your head around because you are already thinking Houdini. Looking back, especially now I have my own Houdini license at home, if I had dived into the FX end of things first it would have put me off the software. I can now easily work around problems with wrangles, writing my own nodes in VEX, I understand the logic with which the transforms are put together, the reason why global transforms are hardly ever differentiated from local and so on. If I had to learn that AND how to make a custom destruction sequence I’d be a full time bowl carver by now.

Enjoy the reel! And the drum and bass. Apologies, I needed something with pace and no lace. Feel free to use that last sentence in a conversation today.