Ever wondered what it takes to build the worlds, characters, and props you see on screen? In this Paths interview, VFX Asset Lead Connor Woodey discusses his career path, the reality of his role, and what he loves most about bringing digital creations to life.
Can you start by giving an overview of what your job involves, your areas of responsibility?
As an Asset Lead in VFX, I am responsible for creating and supervising the development of realistic textures, materials, and shaders for 3D assets. I lead a team of artists, and provide guidance to ensure high-quality results that meet the project’s creative vision. I collaborate closely with modeling, lighting, FX, and compositing departments to ensure assets integrate seamlessly into the production pipeline. I also develop efficient workflows, solve technical challenges, maintain visual consistency, and balance artistic quality with production deadlines while meeting client and studio expectations.
What’s your favourite thing about your job?
The process of transforming a grey 3D model into a realistic asset is one of the most rewarding aspects of my role. I enjoy bringing models to life by creating textures and materials that add depth, character, and authenticity. Through details such as ageing, weathering, and surface wear, I can help tell a story about an object’s history, environment, and use. This creative process allows me to combine artistic expression with technical skills, making each asset both visually convincing and meaningful within the final production.
Do you want to give a shout out to where you studied after school and what you found most useful to learn?
I studied Design for Theatre, Performance and Events, where I developed skills in CAD modelling, miniature model making, and visual storytelling. These translated naturally into texture and look development in VFX, where creating believable, story-driven assets is a key part of my role.
Who or what inspired you to get into your chosen career, or inspires you now every day?
I didn’t originally plan to work in the VFX industry. Before changing careers, I worked as a freelance creative for Merlin Magic Making. Having decided to explore a new career path, I pursued my interest in digital art and computer graphics. I started as a runner and used my downtime to retrain in visual effects, specialising in texture and look development. Over time, I progressed through the industry into a lead role, and I haven’t looked back since.
What’s your favourite show that you’ve worked on at Cinesite and why?
The Witcher: Season 3. I particularly enjoyed the creative freedom I had while contributing to the Aeschna creature, which allowed me to bring my own ideas to the design. The collaborative atmosphere made the experience even more rewarding, and the team was an absolute delight to work with.
Any advice for someone interested in getting into the same role as you, or advice that someone else has given to you, which you have found useful?
My biggest piece of advice is to focus on building a strong portfolio rather than trying to learn every piece of software. Demonstrate a solid understanding of materials, lighting, composition, and observation from the real world. Study how different surfaces age, weather, and react to light, as these details make textures feel believable. Be open to feedback, keep practising, and don’t be afraid to start in an entry-level role, as every opportunity is a chance to learn. Most importantly, stay curious and continue developing your skills—the VFX industry is constantly evolving, and a willingness to learn will take you a long way.
What’s the best thing about working at Cinesite?
How close knit the company is. Most people have worked at Cinesite for a long time so you really get to know people and you feel like part of the family.


