Animation

Real-time.

Familiarity with material, character and animation pipelines in Unreal Engine and Godot having shipped games and products in both.

Eren Ozkural is excellent at real time animation involving game engines like Unreal Engine 5 and Godot for video games, cinematics, music videos, corporates, films and tv shows.

Hybrid Animation.

Keyframe animation, physics based secondary animation, performance capture from inertial and computer vision sources, cleanup and procedural animation.

Eren Ozkural is excellent at combining traditional keyframe animation with motion capture including cleanup and cutting edge tools like AI and machine learning powered solutions like Cascadeur.

Team Leadership.

Eren has led production teams remotely and on location around the world from the US to Australia and a lot of places in between.

Eren Ozkural has a long career of leading teams on international productions in locations ranging from the US and UK to Iceland, Norway, France, Spain, Germany, Turkey, Malta, Bulgaria, Finland, UAE, Israel, Taiwan, China and Singapore.

Technical Adaptability.

Always on the cutting edge, from creating a bespoke style transfer pipeline for Shell and Ferrari in 2018 before the gen AI boom to adopting Neural Radiance Fields in 2023.

Eren Ozkural has been at the cutting edge of creative and ethical AI in his art, having developed his own neural style transfer animation pipeline for the Shell and Ferrari 2019 Formula 1 season social media campaign that he created singlehandedly.

Cinematic Understanding.

Having a history as an award winning feature film and TV director has its advantages. Framing, timing, giving animation scale, weight and emotional punch is paramount.

Eren Ozkural's long track record in theatrical feature films, TV shows gives him an edge in creating cinematic animations with special care given to framing, timing, weight and emotional pacing.

TOOLS

Software Eren is qualified with includes Adobe Photoshop, After Effects, Unreal Engine 5, Redshift, Cinema 4D, xParticles, Marvelous Designer, Cascadeur, Godot, CC4, DaVinci Resolve, Substance, Rokoko Motion Capture, Move.AI, Blender, Comfy UI
  • Specialist level:
    Cinema 4D, Redshift, Substance Painter and Designer, Insydium Fused, RevoScan5, Reallusion Suite.
    Intermediate Level:
    Unreal Engine, Zbrush, Rokoko, Move.AI, Embergen, Cascadeur, Material Maker, Reality Capture, Spline 3D.
    Beginner Level:
    Godot, Blender, Unity, Game Maker, Houdini.

  • PC workstation:
    24 Core Ryzen, 64GB Ram, RTX4090 GPU.

    Laptop:
    2020 M1 MBP.

    Monitor:
    Colour calibrated LG C1 OLED.

    Other:
    Wacom tablet
    Revopoint 3D Scanner
    Various Cameras for Photogrammetry, HDRi Generation, Witness Cams

SKILLS

  • Reality Scanning:
    Familiar with Structured Light scanners, photogrammetry and NeRF/Gaussian Splat generation and model training.

    Characters:
    I use Reallusion workflows for bipedal characters. Characters are customised with bespoke accessories and additional sculpting is performed in C4D/Zbrush. Experienced in creating Metahumans.

    Parametric Modelling:
    Fully fluent in parametric modelling procedures in C4D with modifiers and scene nodes for props and environment.

    Styles:
    I specialise in semi-realistic human characters, buildings.

    Use Cases:
    I practice clean topology and remeshing/decimation for performant assets.

  • Dope sheets, F-Curves, Bezier handles, squash and stretch, it’s all a part of imbuing dynamism.

  • Experienced with inertial and machine vision motion and performance capture data acquisition, cleanup and application in Unreal Engine, C4D and Godot.

  • A personal favourite and hyper focus. Combining physics with art isn’t just work, it’s a fascination.

    I primarily use Insydium Fused inside of C4D but have branched out to Embergen and Liquigen and I’m working on bringing my skills over onto Houdini, Blender and natively within Unreal Engine with Niagara and 3rd Party Plug Ins for runtime fluid simulation. I currently export alembic files into game engines that support them.

    Equally at home with pyro, bullet, FLIP, MPM, grain etc.

    I prefer to use these simulations for artistic expression instead of just creating explosions or bodies of water. A lot of my motion design work involves simulations.

  • PBR, Painterly, Cell, OSL, style agnostic. Very familiar with Redshift and Cycles inside of C4D. In Unreal Engine experienced with path tracing.

    For material creation outside of native render engines I use Photoshop, Substance but have been focussing on Material Maker lately.

  • I do Stereo conversions inside of Fusion. Having created music videos meant for VR and DPing a 3D TV series back in the 2010’s I’m familiar with stereo math and principles for comfortable viewing and a sense of presence.

    I’m also experienced in creating content for LED volumes for live events.

I would love to hear from you.

For rates, working arrangements and introductory offers please request access to the clients area.

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