Caleb J. Howard

Professional Materials

(Last updated October 7th, 2017)

N.B.:  This material covers the earlier part of my career - up to 2005 - and incompletely so.  I will be spending some time in the next little while updating the material.


Press, and Professional Links


Early Project Pages


Video Material



Film and Game Work



This is the only cut of a demo reel that I've ever put together. 

For the first decade of my career, the market was small, and there were folks at most studios who knew me and my work.  For this reason, I didn't need a reel to get the positions I had up until working at Sony Pictures ImageWorks - starting in 2005. 

At that point, Sony policy required a reel, and so I rented the films I had worked on, and ripped the shots I had worked on. 

This is the result.  Perhaps someday I'll redo it.

Annihilation Becomes Creation through a Stretch of the Imagination (1997)


In 1997, my friend Kevin Mack and I were commissioned to create the closing animation for the Electronic Theater at SIGGraph in Los Angeles. 

I had been developing tools for volumetric representation (this was in the days before commercial volumetric solutions were available).  We collaborated - with me developing the technology, and operating the tools, and with Kevin providing the art direction. 

This is the result.

(No Video Yet)


FIFA '17 (Video Game - 2017)

(Senior CG Supervisor, R&D Lead)


(No Video Yet)


FIFA '16 (Video Game - 2016)

(Senior CG Supervisor, R&D Lead)


(No Video Yet)


UFC (Video Game - 2014)

(Senior CG Supervisor, R&D Lead)


(No Video Yet)


Star Wars: Battlefront (Video Game - 2015)

(Senior CG Supervisor, R&D Lead)


(No Video Yet)


FIFA '15 (Video Game - 2015)

(Senior CG Supervisor, R&D Lead)


(No Video Yet)


FIFA '14 (Video Game - 2014)

(CG Supervisor, R&D)


(No Video Yet)


Tiger Woods PGA Tour '13 (Video Game - 2013)

(CG Supervisor, R&D)


(No Video Yet)


SSX: Deadly Descents (Video Game - 2012)

(CG Supervisor, Look Development/R&D)


(No Video Yet)


[Cancelled First-person Melee Shooter] (Unreleased)

(CG Supervisor, Look Development/R&D)


(No Video Yet)


Need for Speed 11 (unreleased)

(CG Supervisor, Look Development/R&D)


(No Video Yet)


Battle Los Angelas (2011)

(Technical Director, Look Development/R&D)


(No Video Yet)


UP (Video Game - 2009)

(Visual Effects, Technical Director, Look Development/R&D)


(No Video Yet)


Wall-E (Video Game - 2008)

(Visual Effects, Technical Director, Look Development/R&D)


(No Video Yet)


Beowulf (2007)

(CG Supervisor, Look Development/R&D)


(No Video Yet)

Ghost Rider (2007)

(CG Supervisor, Look Development/R&D


(No Video Yet)


Superman Returns (2006)

(CG Supervisor, Look Development/R&D)




Elektra (2005)

(CG Supervisor, Effects Technical Director, Effects Artist)

  • 0:00 - 0:19:  Fire Effects

  • 0:19 - 0:35: Multi-agent behavioural simulation of multiple snakes - tracking to human animation

  • 0:35 - 0:56: Multi-agent behavioural simulation of a flock of flying, luminescent snakes.  (I don't write this stuff.)

Although perhaps questionable in its conceptualization, and somewhat unsatisfying in the final effect (for all the shots but the establishing shot), the flying snakes posed an interesting challenge.  Developed as custom particle plugins to Houdini in C++,  the agents were self directed, with the knowledge of their neighbours and hierarchical behavioural motivation to:

1)  Not interpenetrate with their neighbours or the scenery
2)  Obey physical laws of Mass and Inertia
3)  Move with a serpentine motion
4)  Find their target
5)  Get closer to their target


The Chronicles of Riddick (2004)

(CG Supervisor, Effects Technical Director, Effects Artist)

  • 0:00 - 3:33:  Snow (particle and volumetric effects), Volumetric Light Effects, Projectile weapon effects, Cloud Effects.

  • 3:33 - 6:05:  Volumetric Pyro Effects - Crematoria Sunrise

  • 5:13 - 5:14:  Particle Effects - Burning Guy

  • 5:45 - 6:05: Disintegration Effects, Particle Effects, Shader Effects - Burning Guy

For Riddick, I developed tools and pipelines in Houdini for volumetric and particle-based fire effects, and supervised a large team of artists in their application in the generation of several sequences of shots through the Film.

The Cat in the Hat (2003)

(CG Supervisor, Look Development/R&D)

(No Video Yet)


Gigli (2003)

(CG Supervisor, Look Development/R&D)



X-Men 2 (2003)

(Technical Director)


Daredevil (2003)

(Digital Effects Supervisor, Look Development/R&D)


The Sum of All Fears (2002)

(CG Supervisor, Look Development/R&D)


Cats and Dogs (2001)

(Digital Effects Supervisor, Look Development/R&D)

(No Video Yet)


Red Planet (2000)

(Technical Director, Look Development/R&D)
(No Video Yet)


The 6th Day (2000)

(Animator, Technical Director, Look Development/R&D)


(No Video Yet)


Battlefield Earth (2000)

(Digital Artist, Look Development/R&D)


(No Video Yet)


Little Nicky (2000)

(Technical Director, Look Development/R&D)


(No Video Yet)


What Planet are You From (2000)

(Technical Director, Look Development/R&D)