Collin Banko

Collin Banko

Pipeline Developer in the Bay Area, he/him

Work Experience

2022 — Now
Realtime Content Pipeline Developer at Lucasfilm
San Francisco, California / Remote

Developed workflow to provide cross-facility interchange of assets, integrated with project Perforce depot, accessible via plugin within Unreal editor. Worked with Animation and FX departments to develop Unreal plugin providing easily exportable reference environment assets. Exposed various C++ functionality to Python within Unreal.

2018 — 2022
Pipeline Developer at Blur Studio
Culver City, California / Remote

Developed and maintained new and legacy Python Qt-based tools within Blur’s pipeline. Integrated on-premise instance of Sentry into production pipeline for advanced error-tracking. Developed in-house plugin for RV providing support for Open Color IO (OCIO) color management, integration of Blur’s production asset-tracking database, along with additional custom functionality.

2017 — 2018
I/O Technical Assistant at Industrial Light & Magic
San Francisco, California

Handle ingest of on-set footage while maintaining proper color profiles and format intricacies as media is brought into ILM’s pipeline. Back up production data via LTO-tape based archival pipeline. Supervise storage utilization and employ methodologies to conserve finite data resources. In addition, develop systems and tools to optimize ingest processes in an ever evolving industry of camera and lens configurations, image capturing formats, and developer-facing product APIs.

2015 — 2016
Render Technical Assistant at Industrial Light & Magic
San Francisco, California

Responsible for ILM's multi-platform renderfarm, ensuring artists and production hit their deadlines by monitoring for and diagnosing issues that may arise during the render process. In addition, develop tools and workflows to advance the capabilities of the render support team, including a system to analyze cross-site resource utilization collated and manipulatable within G Suite apps.

2013 — 2014
System Support Specialist at Savannah College of Art and Design
Savannah, Georgia

Responsible for the stable and efficient operations of computing systems in Montgomery Hall by reviewing technical problems, troubleshooting operating issues, analyzing data, and identifying objects or events affecting software and hardware operations. In addition, maintain hundreds of linux-based renderfarm nodes used for Renderman, Maya, and Houdini.


2010 — 2014
Bachelor of Fine Arts, Visual Effects at Savannah College of Art and Design
Savannah, GA