SHERAZ ASGHAR
Technical Artist / Solutions Engineer
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Six Country, Nine City
PHOTOGRAPHY
Six Country, Nine City
Apr 20, 2026 Photography

Six Country Escape is a visual journey through six countries and nine cities, captured through architecture, street life, landscapes, food, and quiet everyday moments. Each photograph reflects the feeling of being there, from historic streets and colorful markets to peaceful courtyards, coastal views, and late-night city scenes. /// Shot…

WebGPU Automotive Configurator
UNITY
WebGPU Automotive Configurator
Feb 20, 2024 WebGPU

This project is a real-time WebGPU automotive visualization study built in Unity, focused on material customization, browser delivery, and optimized asset performance. The goal was to create an interactive vehicle experience where users could explore different material looks directly through the web. /// I used Maya to optimize and…

A project about nothing
UNITY
A project about nothing
Aug 21, 2023 Animation

A Project About Nothing is a small real-time Unity study built around a field dog wandering through a desert environment. The goal was to examine the poses, movement, and interaction logic the dog might use while responding to a caretaker. /// The base dog model was purchased by Unity from TurboSquid and provided for this study. I…

Minion Mayhem
CINEMA
Minion Mayhem
Jul 20, 2016 CG Animation

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Minions universe in collaboration with Mattel and Illumination. The goal was to take the familiar toy aesthetic and push it into a playful cinematic world, where everything feels like it’s built, broken, and rebuilt from actual…

TMNT 80s Blockfied
CINEMA
TMNT 80s Blockfied
Jan 10, 2017 CG Animation

This project was a stylized CG animation inspired by the classic 80s Turtles theme intro, created using Mega Bloks toy-based characters and environments. The goal was to recreate the energy, attitude, and action of the original animated intro while translating it into a cinematic toy-style CG world. The project was developed as part of a…

SPARTAN MARK VI
CINEMA
SPARTAN MARK VI
Aug 20, 2014 CG Animation

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Halo universe in collaboration with Mattel. The goal was to translate the dramatic tone and scale of Halo 4 into a toy-based cinematic language, where the forms remained true to the Mega Bloks aesthetic while the lighting, staging…

World of Warcraft
WEB
World of Warcraft
Jun 14, 2013 Web

Created for Mega Bloks during their licensed partnership with Blizzard Entertainment, this interactive website brought the world of World of Warcraft into the Mega Bloks universe through a fully immersive digital experience. /// The goal was to create a web destination that captured the fantasy, scale, and storytelling of Azeroth while…

Destiny TVC
CINEMA
Destiny TVC
Jun 14, 2017 VFX

This project is a 7-second cinematic breakdown from a Destiny TVC sequence produced as part of an official Megabloks / Mattel Halo campaign. The animation was created by me directly for the TVC production, working from storyboard direction provided by Bungie and using manufacturing-ready character and vehicle assets supplied by the…

Halo FOD
CINEMA
Halo FOD
Jul 15, 2018 CG Animation

This piece began with something simple and physical, a Megabloks / Mattel Halo ship, animated through stop-motion frame by frame created by stop-motion animators at Mega Bloks / Mattel. It was never perfect. It jittered, it shifted, it breathed in a way digital animation often smooths away. But that imperfection became the soul of the…

Machine01
MACHINIST
Machine01
Dec 22, 2021 Machining

This is a personal project: a fully self-built CNC milling machine developed over the course of a year, designed and engineered from the ground up using Fusion 360 for mechanical design, structure, and system planning. The machine was custom-built rather than purchased as a kit, combining mechanical design, electronics integration, and…

Magnext TVC
CINEMA
Magnext TVC
Sep 21, 2017 CG Animation

This project is a 10-second cinematic TVC created for MagneXt, a magnetic construction toy line developed by Mattel. The concept focuses on a single continuous shot that demonstrates how individual magnetic components assemble themselves into fully formed vehicles, transitioning seamlessly into high-speed action across race tracks…

Gumpaway
WEB
Gumpaway
Jun 11, 2016 Web

This project documents my journey biking across Canada, from the Pacific coast to the Atlantic Ocean, covering a total distance of approximately 6,321 km in just 42 days. Averaging between 150–250 km per day, the ride was an intense test of endurance, discipline, and mindset, driven by a personal goal to push physical limits while…

Halo Scorpion TVC
CINEMA
Halo Scorpion TVC
Mar 15, 2014 CG Animation

This project was created as a 10-second cinematic TV spot featuring the Halo Scorpion, a canon armored vehicle within the Halo universe reinterpreted through Megabloks / Mattel's physical toy design language. The sequence follows the same structured approach as the Pegasus spot, beginning with official Halo branding and transitioning…

Halo Pegasus TVC
CINEMA
Halo Pegasus TVC
Mar 15, 2014 CG Animation

This project was created as a 10-second cinematic TV spot featuring the Halo Pegasus, a canon vehicle within the Halo universe reinterpreted through Megabloks / Mattel's physical toy design language. The sequence begins with original Halo gameplay footage, grounding the viewer in the established universe before transitioning into a…

Turrentblok Mixed Reality
MIXED REALITY
Turrentblok Mixed Reality
Nov 11, 2015 AR

This project is a mixed reality gameplay prototype developed in Unity, combining physical computing with real-time augmented reality. The experience is built around a physical MEGA Bloks-based environment enhanced with AR tracking using Vuforia, where real-world markers dynamically control and trigger digital gameplay elements. /// Two…

Rover Mixed Reality
MIXED REALITY
Rover Mixed Reality
Aug 12, 2015 AR

This project is a mixed reality prototype built around a physical Mega Bloks / Mattel rover, combining real-world toy hardware with a Unity-based control and feedback system. I modified the rover with custom steering components, including LEGO parts, and integrated motors, servo steering, LEDs, a piezo buzzer, and Bluetooth communication…

Shapeshifters
UNITY
Shapeshifters
Jul 18, 2018 Robotics

This project is a fully built modular RC-style vehicle system developed entirely using LEGO components, designed to explore physical computing, mechanical engineering, and real-time interactive control through Unity. /// The vehicle was engineered with functional steering and suspension systems built directly into the LEGO structure…

Roboblok
MICROCONTROLLERS
Roboblok
Jan 10, 2013 Electronics

This project is a wearable robotic hand system built using Mega Bloks Micro components as the structural base, combined with embedded electronics and wireless control systems to create a gesture-driven interface. /// The robotic hand is actuated using five servos responsible for finger curling and movement, allowing the physical…

Minion Tracking at Mattel
CINEMA
Minion Tracking at Mattel
Nov 14, 2016 Match-Move

This project explores motion tracking and visual effects integration using real-world footage combined with 3D animation and compositing techniques. The sequence was filmed using an iPhone 7 and used as a base plate for testing distant camera tracking and compositing workflows. /// The footage was tracked using Boujou to reconstruct…

Minions at Cafe
CINEMA
Minions at Cafe
Jan 5, 2017 VFX

This project is a motion tracking and visual effects experiment set in a real-world cafe environment. The background footage was captured on location in Montreal, and used as a live-action plate for integrating CG character animation into a naturally filmed setting. /// The scene was tracked using Boujou to reconstruct accurate camera…

Neoshifters
CINEMA
Neoshifters
May 12, 2008 CG Animation

This project is part of my early professional work, created during my time at a company where I had limited production access and tools. It represents an early exploration into real-time animation workflows using Adobe Flash, built under production constraints that required fast iteration and lightweight asset handling. /// The animation…

Robots in the Warehouse
UNITY
Robots in the Warehouse
Jul 27, 2025 Simulation

Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution center. Designed as a technical showcase, the project focuses on building a scalable industrial environment where multiple robots navigate the warehouse using Unity's NavMesh system, avoid…

Talia
UNITY
Talia
Dec 11, 2022 Visualization

This project explores high-end product visualization using Unity HDRP, showcasing how real-time rendering can achieve the level of quality traditionally associated with offline rendering. Working from a chair model provided by Unity Technologies, I developed the surrounding environment, authored custom materials, created shaders, and…

HDRP Ocean & Volumetric Clouds Showcase
UNITY
HDRP Ocean & Volumetric Clouds Showcase
Aug 24, 2024 Environment

This HDRP showcase was created for a Unity workshop I delivered at Boeing, demonstrating the visual fidelity possible with Unity's HDRP water system, volumetric clouds, and atmospheric lighting. The goal was to build a real-time scene that highlighted realistic ocean rendering, dynamic skies, cinematic lighting, and large-scale…

HDRP Path Tracing Studio
UNITY
HDRP Path Tracing Studio
Jul 17, 2023 Rendering

This project was built in Unity HDRP to showcase high-end automotive visualization using path tracing, custom shaders, lighting, and material development. The scene was designed as a rendering-focused demo where the car could be viewed under different lighting conditions, color configurations, material setups, and studio-style…

Skidloader HDRP
UNITY
Skidloader HDRP
Jun 6, 2022 Rendering

This flagship HDRP project was one of my first major projects at Unity. Unity provided the skid loader model, while Shadow and Light Studios in Paris developed the materials and shaders specifically for the vehicle. /// My role was to create the surrounding environment, establish the visual direction, and build the complete real-time…

High-Fidelity Unlit Car Paint
Shader Graph
High-Fidelity Unlit Car Paint
Jul 10, 2026 Shaders

This R&D project explores how a high-fidelity URP Lit car-paint material can be rebuilt as a lightweight custom Unlit shader for performance-sensitive hardware. I retained the visual features that define the original material — body colour, baked vertex AO, a colour-shifting Fresnel flare, environmental reflections, smoothness, metallic…

Airflow Shader
Shader Graph
Airflow Shader
Jul 23, 2026 Shaders

This lightweight airflow effect uses vertex colors as control masks on a simple mesh. Darker areas remain anchored near the vent, while the greener regions allow progressively more movement, making it possible to redirect the airflow without shifting the entire mesh. /// The shader combines three systems: adjustable directional bending…

SurfaceForge
Shader Graph
SurfaceForge
Jul 24, 2026 Shaders

SurfaceForge is a custom Unity shader inspired by the layered material workflow found in Substance Painter. It allows artists to build and modify detailed surfaces directly inside Unity without creating a separate texture set for every material variation. /// The shader provides independent controls for base colour, normal, smoothness…

The Mosaic
+ Featured Work / CINEMA

Minion Mayhem

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Minions universe in collaboration with Mattel and Illumination. The goal…

+ Featured Work / CINEMA

TMNT 80s Blockfied

This project was a stylized CG animation inspired by the classic 80s Turtles theme intro, created using Mega Bloks toy-based characters and environments. The goal was to recreate…

+ Featured Work / UNITY

Robots in the Warehouse

Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution center. Designed as a…

+ Featured Work / UNITY

Talia

This project explores high-end product visualization using Unity HDRP, showcasing how real-time rendering can achieve the level of quality traditionally associated with offline…

+ Featured Work / UNITY

Skidloader HDRP

This flagship HDRP project was one of my first major projects at Unity. Unity provided the skid loader model, while Shadow and Light Studios in Paris developed the materials and…

CINEMA

SPARTAN MARK VI

A cinematic Halo-inspired CG short built through a full solo production pipeline

About the Project

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Halo universe in collaboration with Mattel. The goal was to translate the dramatic tone and scale of Halo 4 into a toy-based cinematic language, where the forms remained true to the Mega Bloks aesthetic while the lighting, staging, and atmosphere carried the weight of a serious sci-fi sequence. The piece was inspired by the emotional direction of Halo 4, especially the iconic feeling of Master Chief removing his helmet, and was designed to bring that sense of mystery, scale, and cinematic tension into a short-form animation built around the licensed toy world.

On the production side, the work covered a full CG pipeline, from building the main environments, including the elevator shaft, cryo bay, and armory bay, to preparing assets for animation, rigging, scene layout, animation, shaders, lighting, rendering, and final compositing. A major part of the challenge was balancing the simplified block-based toy forms with a more cinematic Halo-inspired mood, using camera movement, lighting, atmosphere, and composition to make the world feel larger and more dramatic than the physical toy scale. The final visuals were built using 3ds Max and Mental Ray, with final compositing in After Effects and supporting work in Photoshop and Illustrator.

The Master Chief character mesh used in this project was an official production asset provided as part of the licensed project. Character design and source asset credit belongs to the Mattel design team, and the project was part of an approved licensed production process involving Microsoft / 343 Industries.

Disclaimer: This project was produced as part of a licensed commercial animation campaign in collaboration with Mattel / Mega Bloks and the Halo IP, with Microsoft / 343 Industries involved in the approval process. All characters, story elements, designs, production assets, and related intellectual property are owned by their respective rights holders. This portfolio page is presented only as a professional project showcase and production breakdown.

Project Highlights

  • Category CINEMA
  • Year 2014
  • Type CG Animation
  • Role Technical Artist
  • Pipeline 3ds Max, Mental Ray, Scanline, FumeFX, Boujou, After Effects, Photoshop, Illustrator

Pipeline & Workflow

  1. Modeled three cinematic environments, elevator shaft, cryo bay & armory, in 3ds Max
  2. Environment design and set dressing for cinematic storytelling
  3. Character setup and rigging for animation
  4. Animated character and camera sequences in 3ds Max
  5. Shaders and materials setup in 3ds Max
  6. Lighting setup and lookdev in 3ds Max
  7. Camera tracking & matchmove of handheld footage in Boujou 5
  8. FumeFX fire & smoke simulation for the VFX matchmove test
  9. Rendered final sequences in Mental Ray, with Scanline for the FX passes
  10. Final compositing in After Effects
  11. Supporting texture and graphic work in Photoshop & Illustrator

Tools & Technologies

3ds Max
Mental Ray
SL
FumeFX
Boujou
After Effects
Photoshop
Illustrator

Credits & Collaborators

Acknowledging the teams, studios, and collaborators behind the project.

Sheraz Asghar
Technical Artist / CG Production
Full solo production pipeline, environment modeling, layout, rigging, animation, shaders, lighting, rendering, compositing, and the FumeFX matchmove VFX test.
Mattel Design Team
Character Design / Production Assets
Provided the official Master Chief character mesh and toy-based character design used in the piece.
Microsoft / 343 Industries
Halo IP / Licensing & Approval
Owners of the Halo universe; involved in the licensed production approval process behind the piece.

FumeFX Matchmove Test, Master Chief

This VFX test explored how a small toy-based Master Chief figure could be pushed into a more cinematic live-action / CG moment. The footage was filmed freestyle on an iPhone 7, giving it a raw handheld feel, then tracked in Boujou 5 to extract the camera movement and bring the shot into a proper 3D workflow. The goal was not just to add an effect on top of the footage, but to make the fire feel like it belonged inside the same physical space as the character.

Inside 3ds Max, I used the tracked camera data to line up the CG elements with the live-action plate. I created a FumeFX flame simulation and selected a strong still frame from the sim as the hero fire shape. Instead of using it like a flat overlay, I treated that FumeFX frame as part of a 3D scene and rendered it while the camera moved around it, giving the shot more depth, energy, and a stronger cinematic feel.

The flame pass was rendered with Scanline and composited back into the original footage in Adobe After Effects, blending the handheld plate with simulated fire, smoke, and atmosphere. The test became a small but effective experiment in mixing practical toy footage, matchmove tracking, simulation, rendering, and compositing into one dramatic visual moment.