The task was to create ash and elements for the client's live-action plate. This project was created to simulate a real studio environment, in which iterations would have to be made to meet the client's feedback. I was responsible for developing the look and behaviour of the embers and ashes, and created several systems to match the requests. The most challenging aspect of this project was to meet the schedules for each daily review session, whilst competing for render resources with enough time to send it to compositing. The major takeaway for this project was learning how to estimate tasks from start to finish in order to account for compositing and client screenings.