Global VFX production

Connected VFX teams across seven countries and 15 productions.

Artists and technical teams were producing complex work across locations, tools, disciplines, and time zones. I led the delivery system connecting creative needs to cloud infrastructure, asset management, development roadmaps, and reliable production handoffs.

Global footprint7Countries connected
Production output15Productions delivered
Enterprise work6Clients including Apple, Marvel, Activision
Program scope$1M+Production and pipeline delivery

01 / At a glance

A cloud-enabled production language shared by artists and technical teams.

Company
Method Studios
Project
Cloud-based asset and production-management pipeline
My role
Technical project and program lead
Scope
Creative Production · Technical Project Management
Operating team
30+ pipeline developers, artists, technical directors, vendors, and production leaders
Tool environment
ShotGrid, Jira, Confluence, AWS, Unreal, Unity, Maya, Houdini, and Nuke

02 / The problem

Global creative work breaks when the handoffs are local.

A VFX shot moves through concept, 2D, 3D, animation, lighting, effects, compositing, finishing, color, and delivery. Every step introduces files, metadata, tools, reviews, dependencies, and decisions.

Method’s facilities adapted workflows to local production needs. The challenge was to create enough shared structure for tracking, metadata, naming, reviews, and delivery without flattening the specialized workflows that made the work possible.

The pipeline had to standardize the handoff—not the artist.

03 / Production context

Thor: Love and Thunder—production experience inside a global-scale Marvel feature.

Film production context
Marvel Studios’ Thor: Love and Thunder · 2022
Official trailer ↗
A before-and-after visual-effects comparison from Thor: Love and Thunder, showing the blue-screen plate beside the finished environment
Selected production imagery
Thor: Love and Thunder · Plate-to-final VFX comparison

Selected production credit: I worked on Thor: Love and Thunder during my time at Method Studios, within the broader global VFX production environment described in this case study.

04 / What I owned

I translated artist workflows into a technical program teams could deliver.

Discover

Start with production reality

Worked with artists, technical directors, and production leaders to map workflows, broken handoffs, local variations, and the requirements behind creative delivery.

Deliver

Own the technical program

Managed scope, roadmaps, milestones, backlog, dependencies, risks, budgets, resources, and reporting across three development organizations.

Adopt

Carry change into live shows

Introduced workflows through real productions, supported teams, gathered user feedback, and strengthened PMO, CI/CD, cost reporting, and delivery practices.

05 / The system

The pipeline created one shared production language.

Artist-centered technical delivery loop

Creative workflows became technical requirements, then returned to production as usable systems.

01

Discover

Artists + production

Map how work actually moves. Identify workflow differences, failed handoffs, review paths, and the flexibility each discipline needed to retain.

02

Define

Requirements + roadmap

Translate creative needs into a backlog. Prioritize asset tracking, metadata, naming, permissions, workflow states, integrations, reporting, and deployment.

03

Coordinate

Three technical organizations

Align the delivery system. Manage common milestones and dependencies across pipeline engineering, production tooling, infrastructure, vendors, and active shows.

04

Iterate

Artists as product users

Use production feedback as product input. Test workflows with the people doing the work and refine the system without creating administrative overhead.

05

Adopt

Live productions

Make the pipeline part of delivery. Introduce systems through active shows with plans, reporting, resource coordination, support, and show-specific adaptation.

06 / Live adoption

The artists were not stakeholders at the edge. They were the product users.

The operating principle

Standardization only created value when it removed friction from real production. Artist and production feedback stayed inside the delivery loop, shaping priorities, integrations, workflow states, and adoption support.

Shared structure where handoffs needed consistency. Local flexibility where creative disciplines needed room to work.

07 / What changed

The pipeline became part of how the studio planned, produced, and delivered work.

  • 15 productionsVFX, real-time, animation, and creative work delivered for six enterprise clients
  • 1,000+ assets and tasksCoordinated through shared tracking and delivery practices
  • Seven-country pipelineAWS-based workflows connecting distributed artists and technical teams
  • 30+ specialistsPipeline developers, technical directors, artists, vendors, and production leaders aligned
  • Reusable workflowShared practices across Unreal, Unity, Maya, Houdini, Nuke, ShotGrid, and AWS
  • Stronger delivery disciplinePMO, CI/CD, mentorship, resource planning, and reporting extended across departments

08 / What this proves

I can lead technical infrastructure by starting with the people who have to use it.

Technical Project ManagementLed complex global delivery across roadmaps, dependencies, infrastructure, active productions, resources, and stakeholder decisions.
Creative ProductionTranslated the realities of artist workflows into systems that supported, rather than interrupted, production.
Go-to-Market OperationsIntroduced technical capabilities through live enterprise productions and show-specific adoption plans.
Zero-to-OneBuilt reusable delivery practices across tools, disciplines, departments, and global facilities.

A pipeline succeeds when the handoff disappears into the creative process.

I could listen to an artist describe a broken handoff, translate it into a technical requirement, align the development teams, and carry the change through production.