Abram Hodgens Get in touch

Blank page to final delivery.

Motion design, 3D and VFX. Twenty years across broadcast, documentary, game cinematics and large format LED, designing whole packages and finishing them.

The last two years went into a series on global education reform and a documentary on press freedom. I want to keep making work that argues for something, with people who are trying to do something difficult.

  • Graphics packages
  • 3D & VFX
  • Character animation
  • Real-time / Unreal
  • AI assisted pipelines
Reel
Motion graphics and animation
Disciplines
3D, motion design, VFX, compositing
Stack
Cinema 4D, Octane, Maya, After Effects, Premiere, Unreal
Based
Santa Monica, California

What I am hired for

Packages

Full graphics systems

Show opens, title sequences, lower thirds, transitions and templated toolkits other editors can pick up and run with. Built for episodic schedules and network delivery.

3D & VFX

Rendered and composited

Cinema 4D with Octane and Redshift, X-Particles simulation, product and logo systems, character work, and integration into live plates.

Direction

Concept through delivery

Script, storyboard, lookdev and launch, including hiring and directing outsourced animators through review cycles when a project needs more hands.

Pipeline

Real-time and AI assisted

Unreal Engine production, ComfyUI generation folded into commercial work, and an on premises GPU pipeline that keeps embargoed assets in house.


Case study, series end to end

Lessons Learned

An eight part animated series adapting Fenton Whelan's book on global education reform, produced for Acasus. One person, whole pipeline, delivered.

Role
Writer, director, motion graphics, editor
Client
Acasus
Deliverable
8 animated episodes and a resource site
Year
2025

Acasus had a book and an audience of education ministers, administrators and policy leads across more than forty countries. What they did not have was a way to get one to the other. The brief was to turn a dense policy text into something a busy official would actually watch.

I adapted the source material into eight scripted episodes, recorded the voiceover, and built the series out end to end: edit, b-roll, sound design, motion graphics and lookdev. Character animation was handled by an animator I hired and directed through the notes and review cycle to final delivery.

The series needed somewhere to live, so I designed and built the companion resource portal. Seven core principles, downloadable reports and an audio series, structured for educators and policymakers rather than for a marketing funnel.


Case study, graphics package

Feature documentary
graphics package

A complete motion graphics system for a feature documentary on press freedom and human rights, built around an original gameshow conceit. Title sequence, animated studio, interview treatments and integrated VFX.

Title cardCut paper build, flat color

Anchor setLive plate over a designed environment

Interview gridMulticam treatment, nine up

Lower third and panelsReusable naming system

Role
Creative director and motion designer
Reference
Saul Bass, mid century title design
Deliverable
Titles, lower thirds, interview treatments, VFX
Year
2025 to 2026

The film covers journalists and human rights work in conflict zones. It needed a graphics language that could carry hard information without flattening the tone, and without the usual documentary vocabulary of maps and dossier folders.

The package takes its cues from Saul Bass. Flat color, cut paper, torn edges, and bold type doing the work that camera moves usually do. Bass built title sequences that were graphic rather than photographic, and that idea carries straight into a gameshow conceit: the format does the disarming, so the content can stay serious.

I directed and produced the whole package. Title sequence, an animated studio environment built to receive live plates, a nine up multicam interview treatment, a lower third and panel system, and integrated VFX across the cut. Everything was built as a reusable system rather than one off shots, so the team could extend it without coming back to me.


Selected work

The Osteo Center

Wrote / Directed / Shot / Edited / VFX

An athletic performance spot owned start to finish, including live action direction on set.

Lockton, brand motion identity

Cinema 4D / Octane / X-Particles

A rebranding motion identity and 3D logo system for a global insurance brokerage. Corporate constraints, no compromise on craft.

Mushrohms

Cinema 4D / Octane / After Effects

A short film built as a full 3D environment. Lighting, lookdev, set dressing and render carried entirely in Octane.

Real-time animated short

Unreal Engine / Direction, animation, lookdev

An annual campaign piece produced entirely in Unreal, and where most of the real-time pipeline work gets tested each year.

Walmart Cookshop

Design and animation / Interactive campaign

Broadcast style motion design for an interactive cooking series fronted by Jamie Oliver, produced for eko.

KIND Bar

Design, animation and edit

Social campaign work for The Elastic Mind Project, cut for reach rather than for broadcast.


Editing

Design and edit,
in the same seat.

2004Cutting in Premiere since. Still the primary NLE.
17Episodes cut and delivered across two series
100sOf hours of footage cut over the years

Editing has run alongside the design work for two decades rather than instead of it. YouTube series and shorts, Instagram shorts, multicam podcast sessions, and social cutdowns, plus two full episodic series.

During the pandemic I cut and finished VFX on Isolation Station, a nine part comedy series written and shot by Max Emerson, five to eight minutes an episode. And the animated series above, which I scripted, cut and delivered myself.

The useful part is that nothing waits on a handoff. When a sequence needs a graphic that does not exist yet, I build it and drop it in the timeline the same day.

Premiere Pro  /  DaVinci Resolve  /  After Effects  /  Audition


Selected clients and productions

Delivered directly and through studios, agencies and production companies.

NFL NetworkRiot GamesUbisoftCoca-ColaParamount PicturesDiscoveryNational GeographicHennessy NFL NetworkRiot GamesUbisoftCoca-ColaParamount PicturesDiscoveryNational GeographicHennessy
FXHistoryLocktonUFCWynn MacauJakks PacificGrand LisboaSingtelWalmartAcasusKINDDaktronicseko FXHistoryLocktonUFCWynn MacauJakks PacificGrand LisboaSingtelWalmartAcasusKINDDaktronicseko

About

Abram Hodgens

I am a motion designer and creative director based in Santa Monica, with about twenty years across broadcast design, documentary post, game cinematics and large format LED.

What connects the work is ownership. I have built graphics packages for Discovery and History series, led character animation on cinematics for Riot Games and Ubisoft out of Shanghai, designed stadium scale LED content, and written and directed an eight part animated series solo. I am as comfortable designing the system as I am putting the episodes together.

Recent work leans real-time and AI assisted. I run an on premises GPU pipeline, which means unreleased product and pre announcement assets never leave the building. No third party cloud rendering, no external service dependencies.

The work I care most about has an argument in it. The last two years went into a series made for education ministers across more than forty countries, and a documentary on press freedom and journalists working in conflict zones. Both were subjects that could easily have been made unwatchable. Making them land was the job, and that is the work I want more of.

Stack

CAdobe Creative Suite, After Effects, Premiere, Audition, Unreal Engine, ComfyUI, Cinema 4D with Octane and Redshift, Maya, Nuke, Resolve


Contact

Available for full-time, contract and project work.

theabe@gmail.com