About / Elliot McKenzie

Motion at heart.
Technical by instinct.

More than 10 years in professional production, including five years leading teams and departments.

Elliot McKenzie, motion designer and VFX artist
Professional practice
10+ years
Creative leadership
5 years
Making since
CS3 era

Artist / Designer / Technical Director

I am Elliot McKenzie, working as Zura. I am a motion designer and VFX artist with more than 10 years of professional industry experience, including five years leading teams and departments.

My practice sits where image-making meets technical problem-solving. I can shape the frame, build the simulation, composite the result and engineer the pipeline around it, with expert-level practice across 2D motion, 3D, VFX and AI production.

Houdini, Blender and ComfyUI are central to how I work. I am especially drawn to procedural, node-based systems that solve complex production problems once and keep making the whole team faster.

Background / Practice

Built through motion, code and curiosity.

01

The beginning

Photoshop CS3 and an early need to make things.

I began creating long before it became a profession. Photoshop CS3 was my first serious creative tool, and the instinct to experiment, learn and push beyond a program's intended use has stayed with me ever since.

02

Motion

Call of Duty montage editing taught me how pictures move.

Editing gameplay, custom camera angles and music introduced me to rhythm, cinematic movement and the emotional weight of a cut. It was also where motion design, filmmaking and technical invention first became one practice for me.

03

Tools

When the games could not make the shot, I changed the games.

I coded modifications, injections and visual tweaks that added keyframed camera moves and deeper image control to games never built for filmmaking. That work became a significant part of the Call of Duty editing scene, remains credited and used today, and helped inspire later generations of custom movie-making tools.

04

Leadership

I was leading creative teams before I had the job title.

As a teenager I led Mount Arcadia, a team of talented editors. It was an early education in creative direction, standards, feedback and helping ambitious people do their best work, all of which still shapes how I lead today.

05

Now

Procedural systems built around difficult, beautiful problems.

Today I work deeply in Houdini and ComfyUI, designing node-based production systems and tackling advanced physics simulations, including custom solvers and communication across solvers. I approach each challenge with the future in mind, building a reusable answer instead of a one-off fix.

Motion designer, VFX artist & production technologist.

Expert in 2D motion, 3D, VFX and AI production pipelines.

HoudiniBlenderComfyUI
01

2D Motion

Design, animation, compositing, typography and edit rhythm.

02

3D Motion

Modelling, lighting, look development, procedural systems and rendering.

03

VFX

Simulation, integration, effects development and final compositing.

04

AI Production

ComfyUI workflows, automation and custom production pipelines.

Approach

I solve for the next project too. The best answer becomes a system, not a one-off fix.