Person of the internet,
My name's Tilghman, and my job is to cook, bake, and drip pixels for companies like HBO, Twitch, and Ford. One day I realized that sifting my hands through rice is about as satisfying as pushing rocks around a physics simulation. I decided to pursue a career in one of those, and fake the other.
The website you're staring at is an homage to sushi temples, which are about as real as flying monkeys. The reason I created a fake establishment was to veer away from making senseless spec animations, and instead, build the restaurant of my dreams - The Akami Gold Sushi Temple.
As a lifelong student of illustration, film-making, and lettering - I began studying my parent's signatures as a kid. I was naturally drawn to elements of design while never pursuing it head-on. Fast-forward a few Playstations, and my work has encompassed animated typography, sports packages, motion graphics, and, of course, dynamics.
Somewhere along the way, I began exploring 3D programs to achieve motion that was elsewhere undoable. Early in the pandemic, I rewired my DNA to the likes of the mythical Houdini. Now I bang down doors and spread the procedural word, like any good FX artist should.
When I'm not burning holes in my eyes, I enjoy snowboarding, riding my bike, and making sushi. I also like drawing on paper, building corny websites, and screenwriting.
Focus & Effects
Particles, Grains & Rigid Body Dynamics
stackable sand, snow and gold bits with animated colliders.
temporally deintersected rigid bodies with organic physics and rotations.
Fluid Effects
small-scale, high-viscosity fluids, slow-motion, bubbles and gooey gold drips.
Volumetrics & Fields
vapor, smoke, clouds, VDB booleans and procedural volume modeling.
Cloth, Wire & Rope
dynamic chains, soft-body simulations with colliders and procedural constraints.
Procedural Modeling
infinitely random copies generated through VEX scripting and sub-networks.
Explicit Motion Graphics
getting across the finish line when other DCC's struggle.
propagated growth, temporal masks and custom velocity fields. solaris & USD integration.
extensive instance control for modeling, UVs, motion & high-poly count scenes.
Graphic & FX Integration
merging dimensions (2D & 3D) through dynamics and in-render compositing.
procedural vector modeling for bitmaps, type and hero assets.
Proficiencies
SideFX Houdini
preferred DCC for modeling, 3D motion, and FX.
familiar with Solaris (USD) pipeline - rendering Redshift & learning Karma XPU.
Maxon Cinema 4D
my relationship with Cinema has lasted longer than 30% of American marriages.
rendering Redshift & Octane.
Adobe Suite & Substance
the usual suspects: AE, PS, PR, AI - plus a bit of Substance.
yes, I'm one of those Houdini guys who still loves After Effects.
The Foundry Nuke
basic understanding of 3d multi-pass compositing with color correction & grade.
comfortable with Nuke pipelines, but I am not a Nuke wizard.
Procreate + Rough Animator
my go-to tools for previz, animatics, sketching, and the occasional cel animation.
Artificial Intelligence
I have not used generative AI beyond the point of making silly jokes.
I use, and (mostly) recommend, AI for debugging VEX, python, and just about any coding language.
In the past, I've used AI for upscaling, duplicate frame removal, and photo fills.
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