Eddie Offermann is a Virtual and Augmented Reality Researcher and Software Architect. No matter how awesome or controversial his opinions are, they're his alone and not necessarily those of his employers or partners.
Work History
r&d software engineer
Facebook
May 2018 - March 2019
Menlo Park, CA
Straightener of the Crooked Paths - Pipeline Architect
Mirada Studios
January 2012 - December 2016
Marina Del Rey, CA
At Mirada, I manage a tight team of developers, directing a software ecosystem for jobs to take place in. This provides the fertile soil in which to grow artist-facing tools, for show TDs to plant their own tools in, and for artists to flexibly and organically share assets and receive meaningful, targeted notifications.
Taking Mirada at a time when they were making a fresh start (having just switched from a Windows-centric environment to a multiplatform environment centered on Linux) I have been responsible for designing and developing all aspects of pi
Pipeline Project Lead
Method Studios
May 2010 - January 2012
Led project teams as a senior developer and developed software broadly in support of data management and standardization. I provided show-specific support in the form of pipeline customization and purpose-built software tools primarily for Nuke and Maya.
I also acted as the facility's VFX colorist for much of my time there, deploying and managing show LUTs, troubleshooting color concerns and managing the color pipeline, and providing much of the backend for color science and image transcoding for the facility on roughly a dozen films and countless commercial spots, ensuring that deliverables were presented according to client spec and with appropriate shot grades applied for consistency as part of an automated, proprietary system partially developed and primarily maintained and grown by me.
Animation Pipeline TD, and all-around animation data guy
Asylum VFX
December 2006 - May 2010
Pipeline tool development, photogrammetry, on-set tracking/effects supervision and matchmoving.
Detected and eliminated common human-mediated failure modes by developing software tools that facilitated moving animation data between artists in ways that reduced effort and limited the possibility for error. Created a filesystem agnostic interface for moving camera and complex animation data between scenes, developed tools for handling stereo camera data, and have had the pleasure of making some really magical things happen with easily moving camera & animation data between different applications on the fly in a nearly seamless way, greatly reducing error and substantially decreasing artist man hours.
Full Sail Real World Education
September 2006 - December 2006
I worked to educate, inspire and encourage students through their most challenging projects, providing hands-on assistance to students in their final asset creation class. I worked primarily with compositors and shading and lighting artists, and more generally to students in modeling,
Full Sail Real World Education
June 2002 - April 2006
Developed and presented course materials covering the integration of live action and CG. Lectured on and wrote training materials for Editing, Tracking, Roto and Compositing disciplines; Coached students through selecting their projects in Compositing and guided them
Image Technical Services
June 2000 - February 2001
Prepared interactive and presentation materials for deliverables and events: incorporating video, motion graphics, 3d animation, and Flash/Director interactive experiences. Served clients directly, ascertaining their requirements and leading projects from design to delivery,
Supervisor of Digital Media
Coleman Aerospace
1993 - 2000
Prepared or directed the preparation of a wide range of communication, from animation and video to interactive media. Constructed and maintained a catalog system for a variety of digital assets, from cg models and scene files to stock footage, industrial photography and video, government provided media and other digital assets in a variety of different formats. Recruited, interviewed, hired and managed teams of varying size depending on project.
Coleman Research Corporation
1993 - 2000
Prepared or directed the preparation of a wide range of communication, from animation and video to interactive media. Constructed and maintained a catalog system for a variety of digital assets, from cg models and scene files to stock footage, industrial photography and video,
University of Central Florida
1989 - 1992
Orlando, Florida
Developed a bilingual database system for maintaining indexes for scholarly journals in Hebrew and English. Primarily worked in REXX at that time on a 4341 mainframe - so this job may count
The Central Florida Future
1988 - 1992
Orlando, Florida
Managed a small team of artists and layout personnel as well as performing system maintenance and network mgmt, ensuring timely delivery of this semi-weekly student-oriented
Robert Offermann Software
1987 - 1992
Orlando, Florida
Developed several games for the Tandy CoCo 3, primarily in 6809E assembly language. A full color, Vegas BlackJack game with a talking dealer called "Blackjack 512k", an OS enhancement package called "Revelation!" that provided a number of graphical enhancements, improved
Florida Micrographics
1984 - 1984
Orlando, Florida
Developed a proprietary accounts receivable package for a microfilm transfer company in what might have been the most ironic summer job ever held by a kid: providing software services for a company that would largely be replaced by the sort of task I performed for them.