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
- 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.