Gordon Cameron

Gordon Cameron

Technical Supervisor at Pixar Animation Studios

Supervisor Technical Supervisor / 22 yrs

San Francisco, CA

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Technical Supervisor

Incredibles 2 (2018)

Technical Director

Finding Dory (2016)

Technical Supervisor

The Good Dinosaur (2015)

Technical Supervisor

Toy Story of Terror (2013)

Technical Supervisor

Brave (2012)

Global Technology Engineer

Toy Story 3 (2010)

Technical Director

Up (2009)

Software Development

WALL·E (2008)

Technical Director

Ratatouille (2007)

Production Software Engineer

Cars (2006)

Development Team

Finding Nemo (2003)

I'm a technical supervisor for animated features, with a successful background in software engineering and expertise in working on both creative commercial products and in developing custom production software while collaborating on film projects. I've worked successfully as a developer, technical lead, project lead, development manager and technical production supervisor - managing teams of between 5 and 40 people.

I've spent the past few years working for a film production studio, prior to that with an animation software company, and before that in academia working in the realms of computer vision, scientific visualization, parallel computing and motion capture all of which continue to hold interest for me particularly given current synergy between many of those areas. I've published fairly widely over the years, spoken on subjects that have interested me, edited a computer graphics journal for some time and am co-inventor on a couple of patents related to animation and simulation.
Work History
  • Technical Supervisor

    Pixar

    June 2009 - Present

    2014 - 2015 : The Good Dinosaur
    Simulation and Crowds Supervisor
    Responsible for supervising the work of a tremendously talented team of artists and engineers who both developed the technology and process to create a wide range of animated visual elements in the film - vegetation/environmental motion, crowds choreography, flesh and skin simulation atop most of the hero characters, hair and cloth and several other special case elements - then utilized that technology with a custom pipeline to deliver an enormous quantity of high quality simulation work that is present in most shots of the film.

    2013 - 2014 : Toy Story That Time Forgot
    Shots Supervisor
    (Global Technology, Crowds, Simulation, FX, Rendering)

    2012 - 2013 : Toy Story of Terror!
    Shots Supervisor
    (Global Technology, Simulation, Effects, Rendering)

    2009 - 2012 : Brave
    Global Technology, Crowds and Rendering Supervisor
    Responsible for supervising development of many film-specific cross-discipline technologies as well as the development, deployment and support of a new production pipeline. Pre-production and development in areas of pipeline, tools, crowd toolkit implementation, rendering and support.

  • Technical Director

    Pixar

    January 2006 - May 2009

    2009 : Toy Story 3
    2008 : Up
    2006 - 2007 : Ratatouille

  • Production Software Engineer

    Pixar

    June 2002 - January 2009

    2008 : Brave
    2007 : WALL:E
    2006 : Ratatouille
    2005 : Cars
    2003 : The Incredibles
    2002 : Finding Nemo
    I've worked as a software engineer, developing tools and technology mainly targeted toward the animation department within the studio, and as technical lead on project within that team. I'm currently working in production developing character technology for future features.

  • Development Manager, Project Leader, Developer

    Softimage

    April 1995 - May 2002

    Joined to work as developer on motion capture and virtual theatre applications with Softimage|3D, then moved to be project leader for animation on Softimage's next generation XSI product. Was also lucky enough to work as one of lead engineers on the animation mixer (with Glen Fraser), and with a great many talented individuals both within the tools animation team, and in the field. Latterly, worked as development manager for the interactive toolset on XSI v1.5 and 2.x, trying to help with the release at both tactical and strategic levels. Again, I was lucky to be able to work with a wide range of outrageously talented individuals.

  • Editor

    SIGGRAPH

    March 1995 - March 2001

    Edited SIGGRAPH's Computer Graphics newsletter for 6 years : worked to set up a new roster of columnists and maintain regular focus, trying to present high quality content each issue of interest to both technical and artistic folks, whilst also reworking the format and launching an online presence. Worked with a highly talented production editor and a great staff of freelance writers - here's an example issue : https://www.siggraph.org/publications/newsletter/v33n4/index.html

  • Software Engineer

    Quadstone

    1994 - 1995
  • Visualization Engineer

    Edinburgh Parallel Computing Centre

    August 1991 - December 1994

    Worked on visualization problems as well as parallel programming on (what were at the time!) supercomputers within the unit. Projects included the Paramics microscopic traffic simulator, as well as being involved in modular visualization environments use & customization (ran a worldwide user group at one point in time, and also guest edited an issue of the Computer Graphics magazine that I would later become editor of)

  • Research Assistant - Dept of Artificial Intelligence

    University of Edinburgh

    July 1990 - June 1991

    Worked on the IMAGINEII model invocation and recognition system (computer vision)

  • Intern

    DNV (Technica UK)

    May 1989 - September 1989

    I worked in a team building risk analysis software for the oil industry.

  • Pixar

    ? - Present
Education
  • BSc (Hons) - 1st Class in Computer Science

    University of Aberdeen

    1986 - 1990
  • Banff Academy

    ? - ?