Tool developer with extensive experience in computer graphics for the visual effects and animation industry and a background in 3D software engineering (rendering and polygonal modeling).
Most recent projects involved solving 3D and 2D problems in animation, rigging and modeling writing software components for Maya|Autodesk and its API using C/C++, Python.
Work History
Technical Director
Genies, Inc.
September 2021 - Present
Assets Pipeline Developer
Aquent at Apple
September 2020 - June 2021
Senior Pipeline and Tools Developer
Magnopus
May 2019 - June 2020
Greater Los Angeles Area
Rigging tools and workflow related to confidential AR/VR project.
Integration of Maya rigs in Reality Composer using USD pipeline.
Creature Pipeline Technical Director
Method Studios
March 2018 - November 2018
Greater Los Angeles Area
Maya plugins (deformers) refactoring and improvement, grooming workflow and production support.
Senior Technical Artist
Riot Games
October 2017 - January 2018
Los Angeles
Nuke and Maya tools development for CG Dev's cinematic pipeline.
General Technical Director
Walt Disney Animation Studios
December 2009 - September 2017
Burbank
Tool development on several animated movies for front-end departments (Modeling, Look Dev, Animation and Tech-Animation). Animation and Tech-Animation support.
Senior R&D Technical Director
Sony Pictures Imageworks
March 2003 - April 2009
Greater Los Angeles Area
Tool development on feature films.
G-Force: Animation pipeline, support.
Cloudy with a Chance of Meatballs: Development on animation tools "Silhouette" (1) and "PathIt" (2).
Beowulf: Work on animation pipeline and modification of proprietary deformer "spVertCache" (geometry caching) to match current production needs.
Monster House: Development on tweaks library TweakIt (3). Rigging of a few props.
Open Season: Rigging of vehicles.
The Polar Express: Body rigging of "Cindy","Waiter", "Chef" and "Elf".
(1) Silhouette : Interactive setup to tweak character poses. Animators sculpt in camera space corrective pose shapes they want their character’s profile to hit at a given time. Target shapes are added to a custom deformer (spOffsetBlendInterp) so the overall animation can adjust to the new set of pose fixes. (MEL/C++)
(2) PathIt : Motion path tool which provides control over a character’s orientation and trajectory. Extra animation options include foot locking, time warp and overall time offset. (MEL)
(3) TweakIt : Component of Imageworks' animation pipeline. Character rigs handle most animation needs but at times require custom deformations. TweakIt provides animators with a library of deformers to add shot specific tweaks. These fixes are fully integrated to the animation pipeline and can be shared across shots; they remain compatible with possible rig upgrades. (MEL)
R&D Technical Director
Centropolis Effects
May 1999 - December 2002
Greater Los Angeles Area
Tool development on feature films. Lighting work on some shots.
The Matrix Reloaded: R&D work on flocking system (landing of sentinels).
Willard: Leading of flocking system development. Setup of procedural animation of flocked rats. Lighting work on 2 shots.
Eight Legged Freaks: Lighting and rendering pipeline. Setup of deep shadowmap for rendering furry spiders. Lighting work on 5 shots.
The Scorpion King: R&D work involved with ants animation. Wrote Maya plug-in to move particles along polygonal terrain.
Monkey Bone: Evaluation of a proprietary fluid dynamics software to simulate cloud animation (Houdini). Rigging of procedural roller coaster.
The Patriot: Design and implementation of a crowd extension system for battle choreography purpose. Lighting work on 3 shots.
Stuart Little: Rendering pipeline.
Software Engineer (Rendering)
ALIAS WAVEFRONT
April 1994 - July 1998
Paris Area, France
Worked on Render/IPR/Explore (1). Optimized rendering pipeline (3d clipping and tiling mechanism). Implemented some of Explore 4.0 features such as shadow mapping, displacement mapping (for 3D motion ride Dino Island/Iwerks), 2D motion-blur (custom development for Judge Dredd).
Maintained core rendering library over three years. (SGI /C).
Implemented hardware anti-aliasing and "contact shadow" projection using multi-pass rendering techniques. Implemented a few modules (track ball, zoom, change view) on Overdrive (2).
(1) Render/IPR/Explore: Tile-based rendering package (A-buffer and ray-tracing) from the "Explore" product line, interfaced with an open shading language. The IPR feature allows real-time shader tuning of pre-processed images.
(2) Overdrive: Multi-pass hardware render for the automotive design market (an AutoStudio feature). Built with Optimizer(SGI)/C++.
Software Engineer (Polygonal Modeling)
Software Excellence
September 1992 - February 1994
Paris Area, France
Development on polygonal modeling package 3D Turbo (1). Wrote automatic meshing module (Delaunay tessellation without constraints) for terrain modeling from point cloud. DXF translator (Mac/MPW/C).
(1) 3D Turbo: Polygonal modeler for architecture (Macintosh).
https://turbo3d.free.fr/francais/Pages/Welcome/Welcome.html