VFX Pipeline Developer in the Bay Area, he/him
Developed tooling that imports and updates assets in an Unreal project. System integrated ILM’s proprietary asset management system, Perforce, and the Unreal Engine. Collaborated with the ILM Immersive Animation department to develop tooling that exported environment geometry from an Unreal map to Maya as reference for animation work. Authored custom C++ Blueprint functions that were exposed to Python for use in internal Python libraries within Unreal.
Integrated on-premise instance of Sentry into production pipeline for advanced error-tracking. Developed in-house plugin for RV that provided OpenColorIO (OCIO) color management support, integration of Blur’s production asset-tracking database, along with additional custom functionality. Developed and maintained new and legacy Python/Qt tools within Blur’s pipeline.
Responsible for handling the ingestion of production data into ILM’s pipeline. Worked with editorial and show production members to ensure proper loading specifications such as color and format are established and met. Handled the backup and removal of completed production data. Developed and contributed to intra-department tools and pipelines such as studio-wide software CI build and release pipelines.
Team-member managing ILM’s multi-platform render farm to ensure efficient utilization so that production deadlines are met. Developed tools and workflows to advance the capabilities of the render support team, including a system to analyze cross-site resource utilization integrated with Google’s Workspace APIs.
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.