Murray Stevenson

Workflow Supervisor

Murray Stevenson brings his extensive experience, technical know-how, and thorough understanding of computer graphics pipelines to the role of Workflow Supervisor at Image Engine.

Murray’s career commenced in Brisbane, Australia, when he started out as night shift technical support on the country’s version of Big Brother. From there he worked on multiple projects for a variety of creative companies, amassing a vast amount of first-hand production experience.

In 2001 Murray joined Australian post-production outfit Cutting Edge, where he worked as a SysAdmin and in R&D for three years before moving on to Fuel International as technical director. During this time Murray worked primarily in the world of commercials.

Murray’s shift into animation came in 2004 when award-winning visual effects facility Animal Logic invited him to work as lead layout technical director on 2006’s Happy Feet.

Following this Murray spent five months traveling from Hong Kong to London, where he reached his next destination – Framestore. Murray joined the team as lead pipeline technical director on 2008’s The Tale of Despereaux. Murray was then called back home to Australia’s Dr D Studios in 2009, where he worked as digital supervisor on Happy Feet 2 and oversaw the technical requirements of the previsualisation of Mad Max: Fury Road.

Following another three-and-a-half years of globetrotting, Murray landed at Image Engine, taking on the role of CG supervisor on Kingsglaive: Final Fantasy XV, Fantastic Beasts and Where to Find Them, Game of Thrones Season 7 and Thor: Ragnarok.

Presently, as Workflow Supervisor, Murray works with all supervisors, creative leads, and departments to offer support, guidance and coaching to standardize best practices across the facility. He works with project-based CG Supervisors and Department Supervisors to resolve production issues across all active projects and ensures that everyone can deliver their best, whether that means finding smarter, and more efficient ways of working, or removing technical obstacles in the overall CG pipeline.

2018 [Winner] Visual Effects Society Awards – Game of Thrones Outstanding Animated Character in an Episode or Real-Time Project