MarksVFX
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MARK VELAZQUEZ

COMPOSITING & LIGHTING PORTFOLIO

 
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COMPOSITING
VFX WORK

I’ve primarily operated within Nuke, alongside software such as Houdini and After Effects, for the past decade+, helping to polish every pixel throughout a variety of universes in film and television to deliver the best results possible.

 

Scan the QR Code and look at the top of the screen to obtain the password.

 

IMF COMPOSITING
ANIMATION WORK

As an Image Finaling Artist (IMF) at DreamWorks Animation, our goal is to tackle large quantities of complex compositing challenges under strict, tight deadlines while maintaining our studio’s high-quality standards. It’s a series of creative problem-solving tasks that allows other departments precious time, ensures consistency and polish throughout our films, and provides a safety net for any last-minute changes.

 
 

IMF COMPOSITING
ANIM BREAKDOWNS

Using the Before & After Slider: The Showcase below allows you to wipe between the before and after state for several of my Animation IMF Compositing shots. To use the slider, select a shot from the gallery at the bottom, then click on the center circle on the sliding bar, and rapidly swipe back and forth on the slider to see the changes made to the shot.

Before & After Showcase

Before After
Before
After

Project Gallery

 

ORGANIZED
nuke scripts

A Nuke script should be easily navigated by anyone on your team. The methods used to achieve a look should always be visible and the results should be obtainable by as many artists as possible, not just the creator. I strive to build easy to read and modify scripts that allow our team to move faster without sacrificing quality.

LIGHTING
WORK

 

GIZMOS

A collection of Nodes for Nuke I’ve created and worked on.

 

GIZMOS I’VE CREATED

Over the past several years, I’ve had a hand in creating several Nuke Gizmos for both studio and personal use. Often, the creation of these Gizmos was self-motivated to prevent recurring problems, speed up repetitive tasks, or eliminate organizational mistakes.

  • Vector Ramp Blur: A simple directional UV-driven blurring tool designed to eliminate noisy sharp pixels in motion blur or smooth out harsh edges.

  • UI Matte Channel Picker: Allowed the artist to assign a specified DI/Matte color and Channel based on the alpha layer at the root level, which was carried through to rendering.

  • In Out Edge Matte: Easily extract an edge matte based on the alpha of a layer and control the thickness and softness of both inside and outside edges.

  • Fill Alpha Holes: Fill in minor to fairly significant error holes in AOV alphas while retaining the original outer edges.

  • Rasterize: Enabled the quick rasterization of a layer to soften it, reducing an overly sharp render that didn’t match the surrounding environment.

  • Average Blur: A relatively non-destructive blur that took two inversing Dilate nodes to blur outwards and retain more of the original color and expand edges slightly.

  • Mix Masked Grain: Allows the user to combine the original plate and a degrained plate, and select where/how they want to regrain an alpha-provided region.

  • Grain Random Seed: A simple node that provided a random seed to the standard grain node.

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Texture
WORK

 
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Unreal Engine
WORK

 
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Fuji Broadcasting Center, Tokyo December 2024

 

About Mark

I’m primarily a Nuke-based compositor working in the VFX industry since 2010. During my time in the industry, I’ve mostly operated as a lead or senior-level compositor at the studios I’ve been a part of. My strengths have mainly aligned me with the following tasks.

  • Creative problem solving

  • Setting looks for complex sequences that are easy to navigate/pass off

  • Working with other departments, such as Lighting/FX

  • Aiding clients to better understand their wants and needs

  • A very active part of my team with tutorials, presentations, and social gatherings

I'm also experienced as a lighting artist in Houdini. By working towards becoming a better lighter, I've become a stronger compositor and more creative artist. 

In addition to being an artist, I am an active outdoor enthusiast who enjoys videography while traveling, whenever I get the chance. Whether on foot, by ski, or on wheels, I enjoy exploring and discovering new places in and around the mountains and urban areas. It’s an element in life that I’ve found naturally recharges me creatively by the time I come home.

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CONTACT

Operating Near Emeryville

I am currently based in the San Francisco East Bay area. Commutes are no problem.

Open To Remote & Abroad Opportunities

I’m capable of working entirely remotely with a fiber connection, and I have a good understanding of handling my own networking. I am also open to opportunities working abroad.

Contact Mark

MarksVFX@gmail.com

Please send any inquiries by email or click the button below to complete the form. I’ll reach back out to you through the provided email in 24-48 hours.

 
 
 

SOCIAL MEDIA

 
 
 
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VFX
core beliefs

I believe having the enthusiasm to learn and grow every day is the most beneficial attitude to have as an artist in this industry. I am passionate about compositing and lighting, continually striving to deepen my understanding of these disciplines. Growing a project is easier and more beneficial when done with a tight-knit collaborative team, and I enjoy working with others to achieve goals, solve problems, and contribute to making the environment around me as positive and fun as possible.