Master of
Design Technology

Technical fluency for creative empathy.

Great production demands technical literacy.

In 2024, I completed a Master of Design Technology in Animation, Interactive Technology, Video Graphics, and Special Effects at the Miramar Creative Centre in Wellington, graduating with distinction. I completed this degree to become a producer fluent in both storytelling and the infrastructure that brings it to life. Training as a technical artist allowed me to work alongside sound designers, performers, writers, and technical artists across the full production pipeline. I learned to identify problems both through my own viewport and through close collaboration with specialists in each discipline, developing structured approaches to troubleshooting and creative problem solving. The experience deepened my respect for the craft of VFX and animation and strengthened my ability to lead with technical empathy. While I remain a producer at heart, this immersion fused with my background in product and project management to make me a more informed, capable, and artist-supportive leader.

ROLE

Technical CG Artist

Production Management, Animation, Interactive Technology, VFX, Procedural Systems & Tooling, Node-Based Workflows, Motion Capture

SKILLS

Houdini, Unreal Engine, Motive,
DaVinci Resolve, Shotgrid, Notion

TOOLS

COURSE BREAKDOWN

The Master of Design Technology was an intensive, production-focused program centered on animation, VFX, and interactive systems. My coursework emphasized hands-on technical execution, problem solving, and real pipeline fluency.

PROJECTS & TECHNICAL STUDIES

ONE | Knight Duty

A procedural character study on visibility and transformation

Motion Capture Direction · Data Cleanup & Editing · Cinematic Camera Design · Procedural Animation Workflow · Node-Based Systems

TWO | Whiplashed

Exploring emotional tension through lighting and motion systems

Lighting Design · Cinematic Camera Blocking · 3D Text Asset Creation · Motion Capture Cleanup (Motive) · Procedural Motion Blending (Houdini) · Node-Based Look Development

THREE | Angel Butter

Procedural materials study exploring texture and pattern generation

Procedural Shading (VOPs) · Houdini Material Systems · Pattern Generation · Iterative Variation (TOPs) · Look Development

FOUR | MetaHuman BTS

Exploring real-time character workflows through Unreal Engine

MetaHuman Creation (3D Scan to Unreal) · Environment Population · Motion Editing · Lighting Design · Cinematic Camera Design · Real-Time Rendering (Unreal Engine)

FIVE | Grief Luminaries

Exploring HDAs and procedural variation through symbolic object design

Houdini Digital Assets · Procedural Modeling · Chain System HDA · Lantern Generator HDA · Particle Simulation · TOPs Variation Workflow · Environment Integration

SIX | Cobby the Carrot Monster

Translating a child's illustration into a real-time digital puppet

Character Rigging · Unreal Engine Blueprint Integration · Puppet Systems · Real-Time Character Setup · Interactive Animation Workflow

What you realize when you meet Nadia and work with her over time is that her real power is her emotional quotient. She is able to understand what conditions artists need to do their best work and then sets about creating and protecting those conditions. I feel like if Nadia was a character on Star Trek The Next Generation, she would be Lieutenant Commander Troi. Just really empathetic but also methodical and capable.

Raqi Syed, Program Director at Miramar Creative Center