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PORTFOLIO

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EXPERIENCE

Specsavers : Junior Tech Production Artist

2021 - Present

A role that includes creating a range of both digital

and print works across 13 different countries.

TECHNICAL SKILLS

HELLO!

I'm Jaz, a creative from the island of Guernsey, I specialize in digital works, with every project teaching me something new. My favourite kinds of projects are ones that increase my understanding of principles, processes, and software!

I've always had an obsession with creating, even as a young child. From the classic Lego stop-motion and tutorials filmed with Unregistered Hypercam 2,

all the way up to being a Junior Tech Production Artist at Specsavers, problem-solving and creativity have always been passions of mine.

Now I know what you're thinking, so don't worry. I've gone ahead and answered any further questions you might have below.

* WHO'S YOUR FAVOURITE BAND ? : Metallica

* COOLEST ANIMAL ? : Monkey

* DO YOU LIKE MARMITE ? : Yes!

* FAVOURITE DINOSAUR ? : Spinosaurus

EDUCATION

Guernsey College of Further Education : 

Higher National Diploma in Art & Design

BTEC Extended Diploma in Art & Design

BTEC Diploma in Information Technologies

OTHER COOL STUFF

PROCEDURAL SKU SHADER

04.04.24

A custom node group within Blender that works as a completely independent shader for the range of materials that Specsavers use in their glasses. From translucent acetate to rough metal, the shader is able to cover the entire spectrum. In addition, there are many volumetric features to allow for a completely customizable tortoiseshell material, with editable features such
as size, density, seed, and sharpness. Both surface and volumetric shading accurately reflect the light in a real-world setting, allowing for extremely
high-resolution imagery without compromising creative vision, no pun intended.

WELCOME TO COBO BAY

27.02.24

This poster was made as part of a collection. The brief was to make some interesting artwork to go on some doors. Previously, the meeting rooms they belonged to were given codes that seemed very impersonal when referring to them. As part of making the office space less corporate, they had been renamed after the beaches of Guernsey, Herm, and other Channel Islands.
I was responsible for creating the poster for Cobo Bay! The collection was made by various Production Artists in the Specsavers Studio Production Team,
so each poster has it's own personal flare

TROPOSPHERIC VOLUMETRICS

21.01.24

An incredible learning process that solved an underlying issue
in my skillset. I had always struggled with making convincing clouds,
but I always pushed off improving since it never seemed necessary.
I decided that I'd sit down and spend a month or so learning the intricacies
and behavior of the beloved cloud.

My passion for this project came from two places. A separate project which involved the need for clouds, and an artist by the name of Sophia Ahamed. Sophia has been a huge inspiration and a guide for something to aim for
and achieve. Although they don't look perfect, perhaps clouds never do.

TEXTURED SCREAMS

21.10.23

This project started from a series of experiments with displacements.
The chaotic nature is quite poetic considering the explosion of colour is
a result of a mesh existing unnaturally, contorting and folding in on itself, creating sharp and jagged planes. Giving it ways of communicating allows
it to translate extreme agony through teeth in the very center of its flame.

The goal for this project was to take a 3D image and completely remove it
from its space, almost robbing it of a dimension in the process. Although it maintains depth, it's as if it was provided through traditional means,
and not because it's a 3D object.

ENCODED CHARACTER

08.09.23

As a response to my previous projects "traditional physical", this project aimed to capture "traditional digital". It uses various encoding techniques to transform a character into characters! This style of artwork is typically referred to as
Ascii (American Standard Code for Information Interchange if you're a nerd), and has been a way for users to create images in text-only spaces. At its core, the technique itself is a powerful example of how flawed the online landscape can be as a replacement for the physical, albeit unintentionally.
Bearing it's shortcomings on full display, all virtual artworks share these imperfections if looked at close enough.

DIGITAL PAINT

24.08.23

This project initially began as an experiment with reference modeling.  
Based on a series of photos of myself, it took on its own identity of sorts.
The spikes projecting from the head represent many things, some of them personal and others not so much, but mostly up for interpretation.
The painted effect comes from an addon created by Tradigital in
which brush strokes are scattered across the scene and given an
approximate colour.

This artwork was the first finalized piece I'd created after a long break from creating. Previously, the artwork I made was very bright and low poly which is something I fell out of, so I consider this project a rebirth of character.

PLAYPLACE ETERNAL

02.08.23

Created on my birthday, I've always been fascinated by the concept of liminality and the eerie feeling that it seems to bring. People often describe these nonsensical locations as places you may have seen in your dreams, for how else would they be so nostalgic and recognizable? It's more likely that this is
a result of shared childhood experiences. There's no doubt, these places are extremely lonely. People are completely absent, as if you traveled to the past while everyone else was still in the present, completely unaware of your trip.
Its dream-like aspects and perfect setting almost beg the question, is it real?
was this made for you? if so, by what? It's so dark that it's impossible to tell.
One thing is for certain, it definitely isn't human.

THE STUDIO LOGO ANIMATION

07.07.23

A logo animation for The Studio within Specsavers Creative.
The logo was made by various production artists and animated by myself.
As part of a development of identity, this was created to feature at the start
of a showreel created for the team.
To begin with, the logo was going to have many 3D attributes within its animation, hence its production in Blender. After some progress, the logo's 3D animations were developed to be more visually concise. At least its production in Blender makes for some cool behind-the-scenes imagery, right?

CHILDHOOD HOME

28.07.23

The aim of this project was to capture a certain feeling. The overwhelming sense of helplessness that meets every young child in what was their home.
The event itself almost has its own stages. The dread of venturing out of safety, the desperation as the first steps are taken, the terror heightening all senses,
the paralyzing fear of the unknown. For once a sudden sound halts all progress, continuing the journey would only alert it to your location, or perhaps its been watching this entire time.

These images are recreations of previous homes and areas I struggled to walk through at night as a child. I should ask, have you spotted her yet? I wouldn't blame you if you hadn't. The look on her face says that she's spotted you.

FLORAL FROLIC

21.07.20

This project was where I considered many of my current values to have been realized. A passion for learning, self-expression, and not worrying about the artistic or creative expectations of others. Originally, I had planned for this project to be a tool to help me learn the basics of animation. It inevitably became one of the unofficial mascots of my time as a student. I even 3D
printed him to work as a functional plant pot!

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