Erwann Baudet

Erwann Baudet

Highly motivated and passionated Software Engineer

Senior Senior FX TD / Software Engineer / 20 yrs

Montpellier, France

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Lead Effects Technical Director

Mowgli (2018)

Lead FX

Paddington 2 (2018)

Lead Effects Technical Director

Kingsman: The Golden Circle (2017)

Lead Effects Technical Director

Doctor Strange (2016)

Lead Effects Technical Director

Pan (2015)

Senior FX Td

Guardians of the Galaxy (2014)

Senior Effects Technical Director

Mr Pip (2013)

Senior FX Td

Percy Jackson: Sea of Monsters (2013)

Digital Effects Crew

Man of Steel (2013)

Shots / Shaders / Effects Department

Prometheus (2012)

Senior Effects Technical Director

The Adventures of Tintin (2011)

Senior Effects Technical Director

X-Men: First Class (2011)

Visual Effects

Game of Thrones (2011)

Senior Effects Technical Director

Legend of the Guardians: The Owls of Ga'Hoole (2010)

Effects Technical Director

Prince of Persia: The Sands of Time (2010)

Senior Effects Technical Director

G.I. Joe: The Rise of Cobra (2009)

Visual Effects

Underworld: Rise of the Lycans (2009)

Lead FX TD

Afterwards (2009)

Senior FX TD

Prince of Persia (2008)

Digital Effects Artist

Asterix at the Olympic Games (2008)

Digital Effects Artist

L'auberge rouge (2007)

Digital Effects Artist

Sa majesté Minor (2007)

Digital Effects Artist

The Stone Council (2006)

CG artist SFX

Lemming (2005)

Digital Effects Artist

Kaena: The Prophecy (2003)

With a background in computer science and specialized in fluid mechanics, I am a self sufficient and rigorous technical artist with versatile and strong skills looking to create beautiful and artistic moving pictures.

My skills sets range from working on shots (fluids sims, natural phenomena, look dev, comp), developing production tools in C++/python/mel/vex and managing Fx team up to 20 artists on high-end  movies. 
Work History
  • Lead FX TD / Fx Developer R&D

    Duboi

    June 2005 - October 2008
    Paris, France

    - DSO particles development in order to improve the FX pipeline (Maya/Renderman C++).
    - Fully automatic MEL scripts for details in fur, particle cache improvement, automatics expressions according to instancer, etc...
    - FX on some shots.
    - Rendering FX on some shots.

  • Software Engineer

    TopTal

    March 2019 - December 2022
    Remote

    - C++ app using Qt3D/Qt Quick/QML/OpenVDB/Protobuf.
    - Python/C++ Dev for Toptal client.
    - Maya Python API for Toptal client.
    - Maya/Blender plugins for Custom Render Engine

    - Python development using DRF (Django Rest Framework)
    - Docker and CI/CD

  • Senior Software Engineer

    Mikros Animation

    January 2021 - December 2022

    Developed and maintained new Houdini Pipeline and Fx Lighting Tools (custom HDA, python) and Katana Pipeline (FX -> Lighting) mainly using Python3.

  • Senior Software Engineer

    Unity

    January 2023 - Present
    Montpellier, Occitanie, France · Remote

    In an Agile environment, maintain and support several VFX tools from Weta Digital such as Eddy and DeepComp (C++ CUDA and Python for Unity WetaTool).

  • Software Engineer

    Dwarf Animation Studio

    November 2018 - February 2019

    - python/C++ Development of internal tools (caching system and USD integration)
    - CG Pipeline
    - CI/CD workflow

  • Senior FX Artist

    Ubisoft Montpellier

    March 2019 - June 2020
    Montpellier Area, France
  • Ubisoft

    ? - June 2020
  • FX Supervisor

    Dwarf Labs

    October 2017 - October 2018
    Montpellier, France

    Houdini Pipeline Integration, USD audit and pipeline tools

  • Senior FX Td

    Framestore

    March 2013 - September 2017
    London, United Kingdom
  • Senior FX Td

    Pixomondo

    December 2012 - February 2013

    - Houdini and Maya pipeline integration (python code)
    - Houdini cracks and shatters HDA

  • Senior FX TD

    Wētā FX

    October 2010 - October 2012

    - Houdini POP, DOP
    - Houdini L-system, lots of Mantra shading and python
    - Fluid simulation for several shows using Naiad / Weta in-house software (Level set processing, particles instancer, SPH solver, etc...) along with Prman renders, Nuke comp, etc...
    - Naiad setup development (sand sim setup, splash/bubbles/foam sim, etc..)
    - Naiad RnD development (in-house NOP)
    - Lead FX Sequence on Tintin.
    - Maya Fluid ( explosions, smoke sim, etc...)

  • Senior FX TD

    Animal Logic

    October 2009 - August 2010

    Fleck field look-dev on "The Legend of Guardians". Worked in binomial and directly with the RnD guys. Developed the effect on many custom shots, close-up and distance one.
    - Custom RSL for the Fleck shader, using PTC lighting.
    - procedural particle based animation using inhouse nodal system and Maya.
    - MEL scripts, shell and python tools.

  • Senior FX TD

    MPC

    November 2008 - May 2009

    - Prince of Persia : The Sands of Time (director: Mike Newell)
    Setup of a Sandstorm FX using Multi Points, Sprites and Flowline (Proprietary Fluid Solver).
    - Gi Joe: Rise Of Cobra ( director: Stephen Sommers )
    Fluid simulation and rendering of some explosions using Flowline/Mental Ray.

  • Lead FX TD / Fx Developer R&D

    Duboi

    June 2008 - October 2008

    - DSO particles development in order to improve the FX pipeline (Maya/Renderman C++).
    - Fully automatic MEL scripts for details in fur, particle cache improvement, automatics expressions according to instancer, etc...
    - FX on some shots.
    - Rendering FX on some shots.

  • Lead FX TD

    ImagesFx Prague

    May 2008 - June 2008
  • CG Rendering Artist

    primitive animation

    May 2008 - May 2008
  • FX Technical Senior Director

    View

    March 2008 - March 2008

    Sport+ channel Identity

  • FX Technical Lead Director

    Duboi (Paris)

    February 2007 - February 2008

    Lead FX TD on "Asterix at the Olympics Games"
    Lead FX TD on "Afterwards"

  • CG Senior Artist

    View (Paris)

    November 2006 - November 2006
  • Lead FX Technical Director

    Locomotion (Duesseldorf)

    August 2006 - October 2006
  • CG vfx artist

    Duboi (Paris)

    April 2006 - July 2006
  • CG artist

    View

    March 2006 - March 2006
  • CG vfx artist

    Sparx Animation Studios

    November 2005 - February 2006
  • CG artist

    Chez Eddy

    July 2005 - November 2005
  • CG artist SFX

    Sparx Animation Studios

    April 2005 - June 2005
  • CG artist

    Mikros Image

    November 2004 - December 2004
  • CG artist SFX

    Sparx Animation Studios

    October 2004 - October 2004
  • CG artist SFX

    Mikros Image

    July 2004 - September 2004
  • CG artist SFX

    Sparx Animation Studios

    December 2003 - July 2004
  • R&D FX

    Sparx Animation Studios

    June 2003 - November 2003

    Development of the Fur pipeline (Maya/Renderman).
    DSO fur procedural using Maya Fur/ Renderman.
    Shader writer.

  • CG artist Compositing

    Xilam

    May 2002 - August 2002

    Compositing with Shake 2.5

Education
  • Master Degree in Art in Science, Bac+5, Arts et Technologie de l'Image

    Université Paris 8

    2000 - 2003
  • Université Vincennes-Saint-Denis (Paris VIII)

    2000 - 2003
  • Clermont-Ferrand University

    1998 - 2000