Adam Burr

Adam Burr

Senior Research Associate

Senior Senior Research Associate / 27 yrs

NYC

Hire Me
I love making tools for artists. Collaborating with passionate people motivates me and gives my work it's meaning. I believe that software's only value lies in the results achieved using it. I also believe that people don't always know what they want until they see it, so I strive to understand fundamental problems and imagine creative solutions.
Work History
  • Principal Software Engineer

    ROBLOX

    November 2020 - Present
    New York, United States · Remote

    Working on the Engine team in the Avatar Bodies & Clothing pod.

  • Senior Research Associate

    Blue Sky Studios

    May 2004 - November 2020
    Greater New York City Area

    Working in the R&D department, I've written graphics and animation software for all 13 of Blue Sky's feature films, from Ice Age to Spies in Disguise. My focus has been real-time face, hair and body deformation and visualization software for animators, using C++XX, OpenGL, OpenCL, Embree, TBB, OpenSubdiv, Qt, Python, Maya API etc. I've also written software for hair grooming, procedural modeling, special effects and more.

  • Sr Research Associate

    Blue Sky Studios

    July 2016 - July 2019
  • Senior Research Associate

    Blue Sky Studios

    May 2002 - July 2016

    I have worked on all of Blue Sky's 9 feature animations including the four "Ice Age" films, "Robots", "Horton Hears a Who", "Rio" and "Epic". My recent focus has been developing hair animation and visualization software in C++. I've also developed artist oriented software for character rigging, animation, special effects, procedural modeling and many other studio needs. I still occasionally work in production as an effects or rigging artist when schedules are tight. In this capacity I set up the dynamics and animation controls for Linda's hair in "Rio", Vlad's wings in "Horton Hears a Who" and produced various other dynamic character elements and effects for several films.

  • Adjunct Professor

    School of Visual Arts

    June 2010 - December 2012
    Greater New York City Area · On-site

    Taught "Advanced Modeling and Rigging" and was a thesis advisor to BFA and MFA students.

  • Adjunct Professor

    New York University

    September 2007 - May 2010
    Greater New York City Area · On-site

    Taught "Particles & Dynamics" and "Character Rigging" and advised thesis students at CADA.

  • Character Technical Director Supervisor

    Blue Sky Studios

    January 2008 - January 2010

    I supervised the character rigging department during the production of Ice Age: Dawn of the Dinosaurs and Rio.

  • Senior Effects Technical Director

    Blue Sky Studios

    October 1999 - May 2004
    New York City Metropolitan Area

    I began at Blue Sky as a TD, creating effects for the first Ice Age movie. I wrote a real-time LTI dynamics simulation used by animators for most secondary character animation on that film and for fur and skeletal animation on all of Blue Sky’s films. The success of that project inspired me to pursue software engineering.

  • Character Technical Director

    GLC Productions

    June 1998 - June 1999
    Greater New York City Area · On-site

    Rigged fifteen characters in Maya for two animated TV series pilots. Wrote scripts for procedural rigging, animation and lighting. Animated and textured various elements and effects for the series.

  • Senior Technical Director

    R/GA Digital Studios

    July 1997 - October 1998
    Greater New York City Area · On-site

    Helped develop R/GA's proprietary fur rendering software for a "Snuggles" R&D project. Worked on several Dodge Intrepid and Neon television spots. Wrote Mental Ray shaders including ray marching volumetric materials. Wrote procedural animation and texturing scripts in R/GA's proprietary RPN scanline rendering language. Rendered particle effects using Maya. Helped process and prepare Dodge's proprietary CAD geometry database for rendering.

  • Technical Director

    Spontaneous Combustion

    January 1998 - April 1998
    Greater New York City Area · On-site

    Animated and rendered Sprint's CGI "bouncing pin" for TV commercial end tags and created various other commercial elements using Softimage and Mental Ray.

  • Technical Director

    Blink FX (aka Image Design)

    June 1995 - July 1997
    Greater New York City Area · On-site

    Worked on 10 different computer animated television projects including commercials for Kool-Aid and G.I.Joe as well as movies for Steven King and United Artists. Wrote a cantilevered beam simulation that processed Alias SDL files. Built and rendered several characters including modeling, rigging, procedural animation, texturing and lighting. Created composite elements using Alias, Elastic Reality, Eddie and other software on SGI IRIX workstations.

Education
  • Computer Science

    The University of Texas at Austin

    2020 - 2021
  • BS in Mechanical Engineering

    Columbia University in the City of New York

    1992 - 1996