Halo 4 campaign artwork featuring Master Chief in a vast alien landscape

The portfolio of Jeremiah Fyler

BEYOND
THE [FRAME]

Creative vision. Technical precision.

ENTERTAINMENT CRAFT · FORENSIC CLARITY

From Halo 4 and cinematic campaigns to forensic visualization, I bring the same eye for detail to every frame.

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HALO 4·GREEN LANTERN·MASS EFFECT 2·UNIVERSAL PICTURES
20+

years in 3D animation & design

10+

years in forensic visualization

7

artists led in a Microsoft 3D pod

Request my résumé ↗Available by email

01 / CREATIVE VISUALIZATION

IMAGINATION.
IN FRAME.

Make something people feel.

Cinematic 3D, campaign imagery, and animation for games, film, and brands. From the first visual idea to the surface, light, and finish that bring it to life.

Discuss a creative project

01 / PORTFOLIO / GAMES, FILM & BRANDS

SELECTED WORK.

Open a project to explore the artwork,
my contribution, and the production credits.

8 of 14 projects

CREATIVE / Films, animation & interactive work

IN MOTION.

Cinematics, interactive worlds, and experiments.
A collection from my Vimeo archive.

Visit my Vimeo

LIVE / An interactive material study

LIGHT.
FORM.
POSSIBILITY.

A small playground for the way I think.
Rotate the form. Smooth the geometry.
Change the surface. Move the light.

↔ Drag to explore · Touch or mouse

REAL-TIME VIEWPORTFORM STUDY / 001
++++

SMOOTHING

Preparing the 3D form…

Subdivision rounds the geometry. Use Original to compare the coarse mesh, or show its control cage over the smoothed result.

THE DETAIL BEHIND THE IMAGE

CREATIVE / A CLOSER LOOK

BEHIND
THE ARMOR.

Inspect the surfaces, shaders, and lighting behind Master Chief. Open the original render, zoom into the detail, then explore the before-and-after film.

Halo 4 / 343 Industries
Look development and campaign production with the Concept Arts team.

HALO 4 / Character development

MASTER CHIEF.
BEFORE & AFTER.

From close-up surface detail to a side-by-side character comparison. A look at the materials, shaders, and lighting behind the finished render.

HALO 4 / 343 INDUSTRIES
Production with the Concept Arts team.
Play, pause, or scrub to inspect the comparison.1080p · 14 seconds · Silent

BEYOND THE [FRAME] / FROM ENTERTAINMENT TO FORENSIC

THE CRAFT.
BEHIND THE CLARITY.

The same skills behind a cinematic image—scene construction, lighting, cameras, and animation—also help make complex events understandable. On the forensic side, that craft works with project reference, reconstruction data, and expert analysis.

How creative production skills support forensic visualization
CREATIVE CRAFTFORENSIC APPLICATION
Character & environment developmentScene reconstruction & spatial context
Cinematic cameras & lightingSightlines, viewpoints & visual clarity
Animation & production pipelinesSimulation data & technical visualization
Continue into the forensic work

02 / FORENSIC VISUALIZATION

COMPLEX EVENTS.
CLEARLY SEEN.

Reference. Reconstruction. Understanding.

Forensic animation, reality capture, and technical visualization that help experts explain complex events. Built from project reference, expert analysis, and reconstruction data.

Discuss a forensic project
Site documentationScene dataVisual explanation
FORENSIC / FROM SOURCE TO SCENE
CAPTURE → ALIGN → EXPLAINWorkflow illustration
01 / SOURCE

Capture and organize the reference.

02 / SCENE

Align the data and prepare the geometry.

03 / EXPLANATION

Translate complex inputs into clear visuals.

Forensic work. The right setting.
Additional forensic work is available for an authorized private review.

Request a private review

FORENSIC / Site inspections & reality capture

ON SITE.
IN DETAIL.

Beyond the frame starts in the field.

Good visualization starts with understanding the place. I connect on-site documentation, reality capture, and technical 3D production to help turn complex environments into usable scene data.

SITE INSPECTIONSFIELD → SCENE
REFERENCE / CAPTURE / CONTEXTN
LiDAR · Imagery · Reference dataWorkflow illustration

CAPTURE / SPATIAL CONTEXT

Bring the site
into the scene.

LiDAR, photogrammetry, videogrammetry, and reference imagery provide complementary views of an environment. The goal is organized source material with the context needed for alignment and reconstruction.

Discuss an inspection
01 / REALITY CAPTURE

LiDAR & photogrammetry

Integrating scans, image-based capture, and geographic references into a shared 3D workflow. Alignment and source relationships stay part of the process.

02 / FIELD DOCUMENTATION

Technical photography & video

Documenting site context, details, sightlines, camera viewpoints, and lighting conditions to support visualization and reconstruction work.

03 / RECONSTRUCTION SUPPORT

From captured data to usable scenes

Point-cloud preparation, scan retopology, texture reprojection, and camera alignment connect field material to editable production geometry.

Inspection scope and capture requirements are coordinated with the project’s engineering or reconstruction team.

FORENSIC / Tools & workflow engineering

BUILT TO SOLVE.

The tools behind the work.
3D art, animation, and innovative tools—from concept to final delivery.

01 / GEOSPATIAL RECONSTRUCTION

GeoFusion Studio.

A workspace for bringing geospatial reference data, photogrammetry, point clouds, and production geometry together inside 3ds Max.

Ongoing software development
01 / ALIGN02 / REBUILD03 / REPROJECT
From capture to sceneWorkflow illustration

Anchor the scene with KMZ/KML reference data. Bring scans and imagery into a shared coordinate system, then verify the alignment with control and check points.

KMZ / KMLGIS & photogrammetryRetopologyTexture reprojection

02 / PRODUCTION SOFTWARE

One toolkit.
Connected workflows.

Developing the 4ensic Toolkit: a shared workspace for repeatable technical 3D tasks, with a consistent interface and guided production steps.

  • Mesh assembly and scene preparation
  • Animation baking and unit conversion
  • Progress reporting and diagnostics
  • Responsive tools for 3ds Max
Ongoing development
PythonMAXScriptQt / PySidePipeline engineering

03 / CAPTURE & DATA

Point clouds.
Practical control.

Tools for converting geometry to point data, sampling surface color, filtering spatial regions, and preparing exports for downstream workflows.

Explore the workflow

Surface, vertex, and edge sampling; world and local coordinate handling; color-aware exports; and process visibility for long-running tasks.

E57 / PLY / XYZColor samplingSpatial filtering

04 / SIMULATION TO STORY

Data in.
Motion out.

Developing simulation-to-animation workflows that connect reconstruction data with editable 3D scenes and animation pipelines.

Explore the workflow

PC-Crash, VirtualCRASH, and HVE data handoff; transform and unit handling; animation baking; and speed-report workflows across technical 3D production.

PC-Crash / VirtualCRASH / HVEAnimation bakingData handoff

05 / RECONSTRUCTION CRAFT

Source detail.
Editable surfaces.

Recent workflow work combines scan retopology, controlled surface edits, texture reprojection, and multi-camera alignment.

Explore the method

Rebuild dense scan geometry into an editable mesh. Use soft selection and conform tools to shape the surface, then reproject the original imagery. Check camera field of view and edge continuity when building connected views.

3ds MaxRetopology & conformCamera alignment

06 / HARDWARE & PRODUCTION INFRASTRUCTURE

FROM THE COMPONENTS
TO THE PIPELINE

Built for
the workload.

I build computers and know the hardware behind the work. That hands-on understanding extends from component selection and troubleshooting to the systems that keep 3D production moving.

Custom PC buildsCPU / GPU renderingProduction infrastructure
Let’s talk hardware

Custom workstation builds

Choosing and assembling CPUs, GPUs, memory, and storage around the demands of the creative workflow.

Cooling, power & storage

Understanding the balance between performance, thermals, power delivery, capacity, and dependable day-to-day use.

Diagnostics & troubleshooting

Tracing hardware and software issues across workstations, drivers, rendering applications, and production dependencies.

Render & remote infrastructure

Experience supporting virtual workstations, shared storage, licensing infrastructure, and render-farm workflows.

Interested in a custom tool, a technical workflow, or a closer look at current development?

Let’s talk tools

ABOUT / The person behind both practices

AN ARTIST’S EYE.
A TECHNICAL
MIND.

I’m Jeremiah Fyler.
Technical director. Artist. Problem solver.

I bring together production leadership, hands-on 3D craft, and forensic visualization. My work connects cinematic storytelling with the technical discipline needed for litigation, reconstruction, and engineering-led investigations.

From LiDAR and photogrammetry to simulation data and final animation, I translate complex inputs into clear, technically grounded visuals. I also build custom workstations, troubleshoot production hardware, and develop the pipelines and infrastructure that help artists deliver them.

BA, Media Arts & Animation
Art Institute of Colorado
Request résumé

EXPERIENCE / Science × technology × storytelling

FROM DATA.
TO UNDERSTANDING.

From Halo campaign renders to evidence-led visualization. A career connecting artistic quality, technical accuracy, and production leadership.

Request full résumé ↗DENVER, COLORADO / BA, MEDIA ARTS & ANIMATION

2026 — PRESENT
4ensic IMPACT, LLC / FreelanceTechnical Director & Senior Forensic Animator

Lead forensic visualization and technical 3D work supporting litigation, accident reconstruction, engineering-led investigations, and demonstrative evidence.

Integrate LiDAR, photogrammetry, videogrammetry, field imagery, and reconstruction data. Translate PC-Crash, VirtualCRASH, and HVE simulation data into animation pipelines across 3ds Max, Maya, and MotionBuilder.

JUL 2023 — 2026
IconographicsTechnical Director / Lead Forensic Animator

Directed technical and artistic execution for complex forensic animations and litigation exhibits while leading 3D production on major matters.

Helped design a remote-first production environment using virtual workstations, shared storage, licensing infrastructure, and scalable render-farm capacity. Advanced simulation integration, biomechanics visualization, and pre- and post-impact animation workflows.

MAR 2014 — JUL 2022
High ImpactTechnical Director & 3D Artist / Forensic Animator

Produced and supervised forensic, accident-reconstruction, and medical visualizations for litigation.

Combined technical direction with hands-on modeling, lighting, rendering, animation, compositing, and pipeline troubleshooting across a wide range of case types.

OCT 2013 — FEB 2014
Microsoft3D Editor Pod Lead · Bing 3D Maps

Led a seven-person pod within a larger 3D team creating city assets for Microsoft’s Bing 3D Maps initiative.

Contributed to delivery spanning streetside and full 3D cities.

2012 — JAN 2014
Renkewitz Studios3D Technical Director & Generalist

Built a Maya/V-Ray production pipeline, custom shaders, and lighting.

Oversaw rendering and compositing for the Dead Island Riptide CGI teaser and contributed to VEGA Conflict cinematic work.

2012 — OCT 2013
Tombolo Interactive3D Technical Director & Lighting Specialist

Worked with Walt Disney Imagineering R&D on attraction development for Shanghai Disneyland.

Served as art and technical director for bird animations used in the Big Thunder Mountain interactive queue at Walt Disney World.

MAY 2009 — JUN 2012
Concept ArtsSenior 3D Art Director

Directed high-end game and theatrical advertising renders, repairing and preparing client assets for print, web, and packaging.

Contributed to Halo franchise campaigns, Halo 4, Green Lantern, Mass Effect 2, and Dishonored development work.

EXPERTISE / Hands-on production

FROM IDEA.
TO DELIVERY.

Creative decisions backed by
hands-on production experience.

01 Art & technical direction

Bridging visual ambition and production. Guiding artists, solving technical challenges, and shaping a consistent final result.

CREATIVE LEADERSHIP / PIPELINE DEVELOPMENT
02 Assets & look development

Modeling, sculpting, texture development, and custom shaders that take production assets to the level a close-up demands.

3DS MAX / MAYA / ZBRUSH
03 Lighting, rendering & finish

Lighting and materials built around the story, with rendering and compositing workflows designed for the final delivery.

V-RAY / PHOTOSHOP / AFTER EFFECTS
04 Animation & interactive worlds

Cinematic environments, product animation, and 3D assets for interactive stories and themed experiences.

CINEMATICS / PRODUCT VISUALS / INTERACTIVE
05 Reality capture & simulation

Integrating LiDAR, photogrammetry, videogrammetry, expert analysis, and vehicle simulation data into production-ready scenes and technically grounded animation.

PC-CRASH / VIRTUALCRASH / HVE / MOTIONBUILDER
06 Hardware & production infrastructure

Custom workstation builds, CPU/GPU rendering hardware, storage and cooling, troubleshooting, and the remote production systems that connect artists to their work.

WORKSTATIONS / HARDWARE DIAGNOSTICS / RENDER INFRASTRUCTURE

Great work starts with a conversation

WHAT’S YOUR
NEXT DIMENSION?

↗

Creative campaigns. Forensic clarity.
Let’s talk about your next project.

↑
THREEDLIFE / PROJECT DETAIL

THREEDLIFE / IN DETAIL

Master Chief

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Master Chief full-body render: surface, shader, and lighting detail

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