Senior FX TD Freelance Brussels, Belgium

Houdini FX for film, series and cinematics: simulation, lookdev and the procedural tools behind them.

Hire me

Credits with Framestore Unit Image UFX benuts

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Work

Production shots I’m allowed to show, plus personal projects and R&D. Open a row for the video and the story.

The Call — League of Legends Production · 2022 · Unit Image × Riot Games Houdini · V-Ray · Nuke
A bearded champion holding a staff wreathed in blue magic, from League of Legends’ The Call

A three-month gig on Riot Games’ Season 2022 cinematic at Unit Image in Paris, where I also did the shading, lighting and most of the renders of my FX.

What I did

  • Souls absorption · magic FX, particles only
  • Helmet fire · Vellum cloth deforming a fire sim, its particles rasterized into volumes
  • Weapon ice trail
  • Meteor tip · no simulation
  • Pillar crushing · RBD, smoke and particle debris
ArtStation

Project page

Massive Explosion Personal · 2021 Houdini · Mantra · Nuke
A huge orange explosion rising from a dusty, rocky desert at dusk

A blast in a rocky desert, inspired by the big explosion in Rogue One: explosion, shock wave, trails, rock destruction and debris. I did every 3D part (FX, lighting, modeling, shading, layout) and rendered it in Mantra; @Antoine Jaspar did the comp.

Free .hip file

89k views on YouTube

Project page

How to Train Your Dragon Production · 2025 · Framestore Houdini · RBD · Water
A black dragon gliding past a waterfall over a mossy cliff

Framestore’s live-action How to Train Your Dragon.

What I did

  • Debris · the dragon hitting the cliffs: RBD and smoke
  • Water splashes · FLIP and whitewater, plus a lot of post-sim tweaks
  • Sand · Vellum grains

Project page

Lockwood & Co. Series · 2023 · Netflix Houdini · Smoke
A pale ghost of a girl standing in an arched doorway of a dark hallway

Ghosts for Netflix’s Lockwood & Co.

What I did

  • Smoky face · in the jar
  • Annabel Ward’s ghost · made of smoke
  • Ethereal energy · coming out of the ring

Project page

The Wheel of Time Series · 2023 · Season 2 Houdini · Dust
A man walking out of a cloud of dust among ruined stone walls

Season 2 of The Wheel of Time.

What I did

  • Smoke shockwave · throwing a man back across the ruins
  • Channeling · curves FX, no simulation

Project page

L’enfant du désert Production · 2026 · benuts Houdini · Sand
A sandstorm sweeping over desert dunes, two ostriches running through it

A sandstorm crossing the desert in benuts’ feature film, with ostriches running through it.

What I did

  • Desert sandstorm · smoke FX, in four layers: background, puffy and fine midground, foreground

Project page

Others R&D & personal · 2020–2025 5 projects
  • Atmospheric Entry

    R&D · SOP aura

    An object burning through the atmosphere: the glowing plasma trail over the Earth, then how it’s built, an aura made in SOPs around the object’s shape.

    Project page

  • Underwater caustics & godrays

    Tool · 2023 · HDA, volumes

    A volume HDA that turns an ocean surface into underwater sun rays and caustics, after Avatar: The Way of Water. Written up for 80.lv.

    Project page

  • Eclipse visual study

    R&D · 2024 · Karma, MaterialX

    Solar flares made only with MaterialX shaders and rendered in Karma, inspired by Dune: Part Two. Comp by @Antoine Jaspar.

    Project page

  • Cigarette FX

    Personal · 2020 · RBD, pyro

    A lockdown study of FX basics: soft-constraint RBD for the ash, wispy smoke and ember shading. Comp by @Antoine Jaspar.

    Project page

  • Live-viewport flame

    R&D · 2025 · VEX, viewport

    A Zippo flame that looks finished right in the Houdini viewport, with no render or comp. Custom VEX gives it a springy tail.

    Project page

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Credits

Feature films, series and cinematics I’ve worked on as an FX TD and FX artist. Hover a credit for a preview, click or tap it to see what I did on it.

Upcoming

  1. Upcoming Percy Jackson and the Olympians Series · 1 episode · 2026 FX Technical Director
  2. Upcoming Avengers: Doomsday Feature film · 2026 FX Technical Director
  3. Upcoming Godzilla x Kong: Supernova Feature film · 2027Framestore Special effects

Released

  1. What I didThe desert sandstorm: smoke FX, in four layers (background, puffy and fine midground, foreground).

  2. What I didThe debris of the dragon hitting the cliffs (RBD and smoke), the water splashes (FLIP and whitewater) and the sand (Vellum grains), plus a lot of post-sim tweaks on the water.

  3. What I didBrought in at the end of the project for two FX: the electric bolts of the Tesla coils inside the TimeRipper, built fully in SOPs, and the energy flowing out of it, particles rasterized into volumes.

  4. What I didThe air distortion around Appa’s tail and feet: smoke FX, used as a distortion map in comp.

  5. Visuals not public yet.Contact me to see them.

    What I didSlow-motion FX only: a smoke grenade, rain droplets with small crown splashes on the soldiers, and a muzzle flash going from real time to ultra slow motion.

  6. What I didSmoke columns and embers.

  7. What I didThe smoke shockwave, and the channeling: curves FX, with no simulation.

  8. What I didThe smoky face, Annabel Ward’s smoke ghost, and the ethereal energy coming out of the ring.

  9. What I didCotton candy: around 60 million strands.

  10. What I didThe souls absorption (magic FX, particles only), the helmet fire (Vellum cloth deforming a fire sim whose particles are rasterized into volumes at the end), the weapon’s ice trail, the meteor tip (no simulation) and the pillar crushing (RBD, smoke and particle debris), with the shading, lighting and most of the renders of my FX.

  11. What I didAssisted @Bruno Pollet on a procedural city, in the early days of Solaris, and did the plane crash (pyro sim).

Full filmography on IMDb

/obj/about

From Kamehameha to Avengers

Then

I started in 2009, at 13, making Dragon Ball energy balls in After Effects CS3 from YouTube tutorials, on the family PC. I had no idea it could be a job. I just wanted to be like Goku.

Then came 3D with Cinema 4D, and then Houdini: every time I open it, I feel like a kid in a sandbox. I studied VFX at Haute École Albert Jacquard (2016–2019) and taught myself Houdini alongside it. My student profile said: I want to be a Senior FX TD and to work on huge films!

kamehameha_v001.mp4Age 13 · After Effects CS3 · 176×144

/obj/career · network view

Drag the nodes · + adds a node

  1. benuts_intern12019 benuts La Hulpe · FX intern Train smoke, my first production shot
  2. ufx_fx12020 UFX Brussels · FX artist Procedural modeling & plane FX
  3. unit_image12021 Unit Image Paris · FX artist Magic & destruction FX on The Call
  4. framestore12022 Framestore London · FX TD, on staff Features & series for Marvel, Netflix, Universal
  5. freelance_OUT2024 Freelance Brussels · Senior FX TD Framestore, NMBRS & more. Open to new projects
Portrait of Nabil Jabour in warm evening light on a city street
Brussels, Belgium

Today

I’m a freelance Senior FX TD, based in Brussels.

After an internship at benuts, FX at UFX in Brussels and Riot Games’ The Call at Unit Image in Paris, I joined Framestore in 2022. I’ve worked with Framestore on several occasions since, first on staff, then as a freelancer: Deadpool & Wolverine, How to Train Your Dragon, Avatar: The Last Airbender, Godzilla x Kong: Supernova.

I went freelance in 2024 and have worked for several studios since, Framestore and NMBRS among them: simulation, lookdev and tools, remotely or on site, in French or English. I also like to share what I learn through free tools, breakdowns and mentoring.

/out/contact

Got shots that need FX?

Tell me about the project, the timeline and the shots.

Based in
Brussels, Belgium (CET)
Works
Remote or on site
Languages
French, English

What I did

Open to new projects

Nabil Jabour

Senior FX TD · Freelance

Got shots that need FX?

Tell me about the project, the timeline and the shots.

LinkedIn
Based in
Brussels, Belgium
Works
Remote or on site
Languages
French, English