Hello, and welcome to my website!
I’m Chris Miller, and since my career as an Arts and Technology major at UT Dallas, I have shared passions for both VFX and audio. Since graduating in 2014, I have pursued both focuses in lighting/compositing for film/architecture visualization, as well as sound design/music composition for games.
In the last few years, I have been lucky enough to contribute lighting and compositing work to four feature films (“The Book of Life”, “Rock Dog”, “Sherlock Gnomes”, and “UglyDolls”), as well as help to bring an independent game to life, both through helping to run the Kickstarter campaign that was eventually successfully funded and providing all sound and music content for the game. I have also worked in many varying sectors of the industry, from architecture visualization to product showcasing and commercial work..
Continuing work as a freelancer after leaving Reel FX, I worked for almost two years as a Digital Artist at Corgan MediaLab working on architectural visualization for many different clients.
After leaving Corgan, I decided to focus all of my workaholic attention on music production and sound design for games as a member of PolyKnight Games. With marketing help from our Austin-based publisher Aspyr Media, we released “InnerSpace” on PS4, XBOX ONE, Nintendo Switch and Steam in January 2018!
Since completing work on “InnerSpace”, I worked full-time as a 3D Artist at an agency called Harper House, focusing on photo-real project showcasing as well as real-time environments in Unreal Engine.
Then, I worked as a contractor at Sector 5 Digital on a project for a presentation for Bell Helicopter’s new Nexus air taxi in January 2019, and shortly after worked at Reel FX as a lighting/compositing artist on the upcoming film “UglyDolls”.
Since my contract ending at Reel FX, I have been working as a contract Look-Development Artist at Brazen Animation, doing surfacing, lighting, and compositing on game trailer work. Then, I moved over to the architecture visualization side and worked on previz, surfacing, lighting, compositing, video editing, and reviewing of work accuracy based on architecture plans.
Since leaving Dallas and moving to Hartford, CT, I’ve been working in real-time VFX compositing, practical lighting, and green screen keying for virtual sets and AR using Zero Density, and have been working on lighting and look development for environments in Unreal Engine.
Once again, it was a pleasure to meet you, and feel free to shoot me an email at firstname.lastname@example.org
My resume: Chris_Miller_Resume_2020