Guillaume Laforge

Guillaume Laforge

Lead Software Engineer / 24 yrs

Montréal, Canada

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Production Support

Paddington 2 (2018)

Head Research And Development

The House with a Clock in Its Walls (2018)

Production Support

Downsizing (2017)

Production Support

Valerian and the City of a Thousand Planets (2017)

Lead Software Developer

King Arthur: Legend of the Sword (2017)

Pipeline TD / Technology Support

The Promise (2017)

A Monster Calls (2017)

Pipeline TD / Technology Support

Arrival (2016)

Miss Peregrine's Home for Peculiar Children (2016)

Pipeline TD / Technology Support

Star Trek Beyond (2016)

Lead Software Developer

The Legend of Tarzan (2016)

Lead Software Developer

X-Men: Apocalypse (2016)

Lead Software Developer

The Revenant (2016)

Lead Software Developer

Pan (2015)

Lead Software Developer

The Martian (2015)

Lead Software Developer

Terminator: Genisys (2015)

Lead Software Developer

Into the Woods (2014)

Lead Software Developer

Exodus: Gods and Kings (2014)

Software Developer

X-Men: Days of Future Past (2014)

3D Digital Artist

Chrysalis (2014)

Research And Development

The Smurfs 2 (2013)

Research And Development

White House Down (2013)

Technical Director

Trouble at Timpetill (2008)

Work History
  • Head of Research and Development

    Rodeo FX

    February 2017 - Present
  • Lead Software Engineer - CG Pipeline

    Rodeo FX

    April 2016 - January 2017
    Montreal, Canada Area
  • Lead Software Engineer

    MPC

    January 2014 - December 2015
    Montreal - Vancouver

    Leading MPC Canada (Montreal, Vancouver) Rendering, Compositing and 3ddmp Software team

  • R&D Engineer

    Hybride

    April 2013 - January 2014

    Responsible for the development of new tools build around Fabric Engine technology.
    I designed and implemented Assembly, an application to load and instantiate Alembic data in a procedural way, directly from Softimage, Maya and Arnold.
    I worked on the migration of the in-house deep compositing command line tool into an UI based application using C++, Python and KL languages.
    I also helped on some productions (White House Down, Smurf2, ...) by building various scripts and custom ICE nodes.

  • R&D Engineer

    Fabric Engine

    September 2012 - March 2013
    Montreal

    I wrote a Particle-based Viscoelastic Fluid Simulation system (based on SimonClavet, Philippe Beaudoin, and Pierre Poulin paper).

    I worked on the refactoring of Creation Platform geometry primitives to use the improved attribute system.

    I did the refactoring of Creation Platform Timeline system (using a model-view-controller pattern).

    Various enhancements of the node graph editor including better interactive node connexions and improved navigation system.

    Refactoring of the Alembic and OBJ importers. Adding support for particles to Alembic importer/exporter.

    Better integration with Softimage graphic sequencer.

    I worked on CPFlora, a system for procedural plant generation, fixing bugs, adding features, and then doing support for its first use in production for an upcoming feature film.

  • Senior SW Engineer

    Autodesk

    March 2012 - August 2012
    Montreal, Canada Area

    Developer in the Maya team

  • Software Developer

    Autodesk

    April 2010 - March 2012

    I designed and implement CrowdFX, a flexible and open framework to build any crowd simulations using ICE (including an advanced collision avoidance solver, animations blending system, kinematic constraints, state machine etc...).

    I added the sub-frame sampling feature to the Evolve Op, the Softimage operator managing simulated data.

    I worked on the Syflex for ICE by helping this third party to integrate their solver in a more procedural way.

    I wrote 90% of ICE modeling native nodes and build all the compounds (like Mesh Extrusion from Strands, a basi

  • 3D Technical Director

    La Maison

    March 2007 - April 2010

    I worked on some high end commercials and feature films ( https://alamaison.fr/work_v2.html# )

    As a lighting artist using Mental Ray, Mantra and beta testing Arnold, as a VFX TD using Softimage and Houdini and as a developer building plugins for Softimage and Houdini.

  • Freelance Cg artist

    Vol2nuit

    January 2003 - March 2007

    Working on commercials from my little studio or on site for local clients.

  • Freelance Technical Director

    PÏNKA Studio

    November 2006 - February 2007

    Lead character setup and lighting in the pre-production of the TV serie "La terre vue d'Alban" from Yann Arthus-Bertrand. Development of the animation asset system.

  • Freelance Cg artist |Technical Director

    Antefilms Studio

    May 2004 - October 2006

    I worked as a lighter on Code Lyoko 2, then as TD/Cg artist on "The Fantastic Four" serie and then at the R&D departement on Code Lyoko 4 serie.

  • CG supervisor

    Sys Infographie

    May 2001 - December 2003
  • Cg artist

    Arc Center

    July 1999 - June 2001
  • Architect and Cg artist

    Christophe Monnier Architecte

    March 1997 - February 1999
Education
  • Ecole d'Architecture de Toulouse

    1994 - 1999