Cody Amos
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Cody Amos Email & Phone Number

Creative Director at Heckler HQ at Heckler HQ
Location: Singapore 13 work roles 1 school
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Role
Creative Director at Heckler HQ
Location
Singapore
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Cody Amos is listed as Creative Director at Heckler HQ at Heckler HQ, a with 39 employees, based in Singapore. AeroLeads shows a matched LinkedIn profile for Cody Amos.

Cody Amos previously worked as Creative Director at Heckler Hq and VFX Supervisor / Design Director at Heckler Hq. Cody Amos holds Bachelor Of Design, Digital Design from Auckland University Of Technology.

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About Cody Amos

After around 10 years in film VFX working at places like Industrial Light and Magic and Weta Digital, Cody racked up 25 feature film credits including Star Wars: The Rise of Skywalker; Spider-Man: Far from Home; Black Panther and Kong. As Hecklers Creative Director, Cody brings a fresh and fun visual aesthetic to his projects, combining his mastery of VFX with his love for story telling and directing.

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Heckler HQ
Heckler Hq
Creative Director at Heckler HQ
australia
Website
Employees
39
AeroLeads page
13 roles

Cody Amos work experience

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Creative Director

Current

Singapore

Being the Creative Director of an expanding studio that works on all sorts of projects is an incredibly fun and challenging role. My day to day roles range from VFX Supervisor to Director, Designer to FX Artist, and sometimes all in the same day.

Mar 2022 - Present

Vfx Supervisor / Design Director

Singapore

Jul 2021 - Apr 2022

Senior Motion Designer / Fx Td

Singapore

Jul 2020 - Jul 2021

Senior Fx Td

Singapore

It was great being back at ILM again, working with such an amazing team. On Star Wars: Rise of Skywalker, I was heavily involved with the big ocean light saber duel scene, which earned the VES award for Effects Simulations in a Photoreal Feature! lots of work on lots of really cool shots! I also helped out with various effects in the Ice Tunnel sequence and got to smash a big ice wall. I also picked up some subtle effects in other scenes, and did some bubbles/water disturbance for a last minute shot of Luke's X-Wing rising from the water. On Jungle Cruise I was responsible for a lot of mud simulations on a character, ran a few smoke sims, and delivered a big underwater shot full of bubbles. Space Jam 2 I was involved with a lot of look development, designing some cool graphics and epic transitions.

Jun 2019 - Jun 2020

Senior Fx Artist

Melbourne, Australia

My 9 months on Spider-Man: Far from Home was super interesting and challenging. Over-all I really enjoyed all the challenges and was excited we got nominated for best Effects Simulations in a Photoreal Feature at the VES awards 2020!I got to do almost all the look dev on the FX character Cyclone Man, and also ran all of the shots for that character. Working closely with Lighting, we managed to deliver all the Cyclone shots in a really short time frame. I was also heavily involved in developing the technology for Molten Man, creating a flow map setup to advect high res textures by a FLIP simulation. I also created a fun lava snake setup, and melted a big statue. In addition, I did some more standard FX work like destruction, energy and fire. I also enjoyed helping out the rest of the team with some general problem solving.

Sep 2018 - May 2019

Fx Artist

Melbourne, Australia

Luma Pictures gave me the opportunity to do look development for a lot of very diverse effects on some big productions, including Black Panther, A Wrinkle in Time, Thor Ragnarok and Ant Man 2. Taking the lead on a lot of these look-dev projects was lots of fun and gave me a chance to really improve and to explore the power of Houdini, and also to spend a lot of time being creative in comp. It was also really interesting and rewarding being in more of a senior position in the FX department, and having a big part of my time devoted to helping out the other FX artists.Thor: RagnarokBlack PantherA Wrinkle in TimeAnt-Man and the Wasp

Jul 2017 - Apr 2018

Fx Td

Montreal, Canada

Rodeo FX gave me the opportunity to do a lot of things I had very little experience in before. I learnt a lot about destruction in Houdini and contributed to some very big destruction shots. I did a lot of cloth work, including creature skin work. And I got to do quite a bit of work with Houdini's FLIP solver, from small scale blood to some pretty big water shots.Plus some things I was a little more familiar with, like steam and smoke and sandy explosions.Sicario: Day of the SoldadoJumanji: Welcome to the JungleJustice LeagueItDownsizingGame of Thrones - 1 episodeKong: Skull IslandFantastic Beasts and Where to Find ThemThe Promise

Jun 2016 - Jun 2017

Fx Td

Singapore

I got to spend 6 months working on the Chinese epic 'The Great Wall', along side a very talented FX crew. I was using Houdini and ILM's proprietary fluid solver 'Plume' for the whole production. It was great finally getting to dive into Houdini full time, and I loved getting into Plume and seeing how ILM like to approach fire and smoke. My contribution to the project was a whole lot of fire, smoke and fog sims.

Nov 2015 - Apr 2016

Fx Td

Wellington, New Zealand

The BFG (2016): I was on this project for its first few months, taking care of the fire simulation and helping to develop the fire rig to fit our sims into a new rendering pipeline. I also did some dust and smoke sims, and I helped out looking after an automated setup to generate ambient dust particles.The Krampus (2015): I just helped out with a little bit of look dev on some cg fire, and did a couple of shots setting demonic ginger-bread-men on fire.The Hunger Games Mockingjay Part 2 (2015): I did a lot of the fire, smoke and explosion effects in our sequence of this film. My role involved dealing directly with the VFX Supervisor, creating high detail explosions, developing the rig for the fire on fast moving characters, and creating a large generic tunnel fire and smoke sim that is in around 40 shots. I wrote some scripts using Python to easily add the generic element into all the shots and set certain parameters automatically. I also developed an automatic preview system for some of the water effects.

Aug 2015 - Oct 2015

Fx Atd

Furious 7 (2015): I created lots of elements to help blow up the Torreto house, including lots of fires, dust blasts, rigid body debris sims and even some leaves blowing around.Fantastic 4 (2015): I worked on some very high detailed fire fx for the Human Torch on a few hero shots.The Hobbit: The Battle of the Five Armies (2014): I was part of the fire team for the Laketown sequences. I helped create a massive library of fire effects, and worked on some great hero fires that interacted with Smaug and crumbling buildings. I also worked on some large scale dust sims for a falling tower, and some particle and rigids for ground interaction.

May 2014 - Jul 2015

Vfx Generalist

Prpvfx

Auckland, New Zealand

This was my first full time job in VFX and was the best training ground I can think of. I learnt about every part the pipeline at PRP and it was here that I found myself naturally being more and more drawn into the FX world. I got to work on hundreds of shots on Power Rangers and worked on my first feature film, Evil Dead. I also spent a lot of time doing RnD in preparation for shows.Evil Dead (2013): FX TD, and Compositor. I created the majority of the digital fire/smoke/dust/steam/blood effects in the film, and composited most of my own shots. Spartacus: War of the Damned (2013): 3 Episodes- Enemies of Rome: Compositor- Wolves at the Gate: FX TD- The Dead and the Dying: Compositor and FX TDPower Rangers Samurai (2011 - 2012): VFX generalistPower Rangers Megaforce (2013 - 2014): VFX generalistAmerican Horror Story (2011): 1 Episode- Smoldering Children: Compositor, FX TD

Oct 2010 - May 2014

Motion Graphics Designer

My first full time job after university. I spent close to a year as a junior motion graphics artist, moving between the different graphics departments of TVNZ (now known as TVNZ Blacksand). I worked on the website, a lot of ads, a TV series title sequence, and worked in the news graphics team. I mostly used After Effects, Photoshop and sometimes Cinema 4D.

Jan 2010 - Oct 2010

Vfx Generalist And Motion Graphics Designer

Freelance

I spent my first year after uni freelancing. I animated a lot of titles, worked on some music videos, and I did quite a bit of work for Zyia Pictures, including 3D animation and Compositing for a motion master video!

Jan 2009 - Dec 2009
Team & coworkers

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Cody Amos education

FAQ

Frequently asked questions about Cody Amos

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What company does Cody Amos work for?

Cody Amos works for Heckler HQ.

What is Cody Amos's role at Heckler HQ?

Cody Amos is listed as Creative Director at Heckler HQ at Heckler HQ.

Where is Cody Amos based?

Cody Amos is based in Singapore while working with Heckler HQ.

What companies has Cody Amos worked for?

Cody Amos has worked for Heckler Hq, Industrial Light & Magic, Luma Pictures, Rodeo Fx, and Weta Digital.

Who are Cody Amos's colleagues at Heckler HQ?

Cody Amos's colleagues at Heckler HQ include Patrick Weller, Adrien Girault, Dusan Marjanovic, Ghazi Fausan Ghazi Fausan, and Mick Lim.

How can I contact Cody Amos?

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What schools did Cody Amos attend?

Cody Amos holds Bachelor Of Design, Digital Design from Auckland University Of Technology.

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