Mushthakh
Lead layout & previz artist composing camera, blocking and crowd for feature-scale cinematic sequences — and building the Unreal pipeline tools that keep the shots moving.
Shots & Sequences
Three cuts — previz, VFX layout and 3D layout (full CG).
Previz Reel
Sequence previz, timing & cinematic intent.
VFX Layout
Camera match & staging over live-action plates.
3D Layout — Full CG
Full-CG camera, blocking & scene assembly.
Featured On
Films & series I’ve contributed layout / previz to.
Tools I Built
Editor tooling that removes friction between layout, FX and the render farm. All Python — tkinter / PySide6 front-ends over the UE5 API.
I sit where the camera meets the pipeline.
By day I’m a lead layout & previz artist — staging camera, blocking and crowd so a sequence reads before a single frame is finaled, and leading how those shots get built. When the shot needs something the toolset doesn’t have yet, I build it.
That means Niagara systems for creature-scale FX, Chaos destruction caches, and a stack of Python editor tools that keep layout, animation and the farm talking to each other. Lately I’ve been pushing UE5 previz into photoreal output with a local ComfyUI pipeline, and prototyping toward game-level design.
Let’s make
the shot. →
Reels, layout work, pipeline tooling, or just to talk Unreal. Drop a line.