Collin Banko

Collin Banko

VFX Pipeline Developer in the Bay Area, he/him

Work Experience

2023 — Now
Virtual Production Pipeline Developer at Industrial Light & Magic
San Francisco, California / Remote
2022 — 2023
Realtime Content Pipeline Developer at Lucasfilm
San Francisco, California / Remote

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.

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

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.

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

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.

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

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.

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