Halim Negadi

Halim Negadi

CG Supervisor | Creature & Lighting Technical Director

Supervisor VFX Supervisor / 24 yrs

Paris, France

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Asset Technical Director

The Lego Ninjago Movie (2017)

Pipeline TD

The Lego Batman Movie (2017)

Rigging Supervisor

A monster in paris (2011)

Digital Artist

Iron Man 2 (2010)

Character Development Lead

French Roast (2010)

Lighting And Compositing Artist / Technical Director

Barnyard (2006)

Senior Lighter / Senior Technical Animator

Sprung! The Magic Roundabout (2006)

Digital Effects Artist / Visual Effects Supervisor

The Secret Adventures of Gustave Klopp (2004)

Specialized in New Media Industries and Innovative Digital Technologies since 1996, I am a generalist computer animation technical director. Even though I am specialized in Creature and Lighting technical direction, I do have interest and skills in each step of computer generated footage.

During my career, I have been exposed to numerous film making techniques and had to adapt to various different types of pipelines as well as I had to design and implement some. Now I see Immersive and Interactive Real Time experiences as a new major storytelling and entertainment media.
Work History
  • Founder

    LIVEYARD

    December 2019 - Present
    Paris, Île-de-France, France
  • Head of Creatures & Performance Technology

    The Future Group AS

    December 2017 - August 2019
    Oslo Area, Norway

    Responsible for Design, Implementation & Deployment of a Production Pipeline
    using Unreal Engine 4™ as final interactive output.
    Responsible for Design, Implementation & Deployment of the Creatures & Performance Pipeline.
    Responsible for delivery of final Unreal animated characters assets for the KDA Popstars Show.

  • Lighting TD | Product Engineer

    Isotropix

    September 2015 - June 2017
    Montpellier Area, France

    Core, end user specification & beta testing of Istropix Clarisse™ in tight collaboration with R&D engineers. Rising & tracking of feature requests/bugs/regressions
    Development of production tools using Clarrisse.™ API.
    Integration in client's production environments, staff Training, Content & Training material creation, online training & support.

  • Pipeline TD, Assets

    Animal Logic

    January 2015 - August 2015
    Sydney, Australia

    Handling of the unique challenges which arise in a Pipeline consisting of Assets made from
    a library of Lego Bricks ( Schematic/Procedural Assets ).
    Augmentation and prototyping of the asset pipeline. Ensuring stability in asset builds.
    Gatekeeper of the production tool environments.
    Liaising with R&D in finding solutions to technical issues and providing support for 50+ artists.
    Liasing with downstream departments to resolve version conflicts and asset related rendering issues.

  • Head of Production Technology

    FORGE ANIMATION

    October 2012 - September 2014
    Paris ( France )

    Responsible for a 40+ people pre-production team including Art / CG / RnD & IT.

    Focused on assets interoperability, scene assembly with large amounts of data, lazy loading, dependencies & overrides handling within a non destructive collaborative workflow, the pipeline we designed had to remain as software agnostic and as seamless as possible. Bridges using metadata alongside with standard interchange formats helped us to mix several third party software packages within a unified production environment.

    Specification of the data and production tracking services.
    Supervision of the IT infrastructure, deployment of virtualized self-hosted secured services with a single ldap sign on such as: gitlab, wiki, mail, chat, calendar, self hosted file exchange service. Master/Slave remote and local ldap authentication. On and off site storage synchronization and backup.

  • Lighting TD | Product Engineer

    The Bakery

    January 2011 - February 2012
    Gemenos (France)

    GUI/end-user specification & beta testing of Relight™
    Specification & beta testing of Alembic support.
    Online support & training, content & training material creation.
    Integration in clients production environments & staff training, integration with renderfarm managers ( DrQueue™, Muster™, Deadline™ ).
    Cybergroup Studios (Paris), GDC ( Shenzhen, China )

  • Lighting TD

    Walking The Dog

    April 2010 - December 2010
    Brussels Area, Belgium

    Lighting Compositing pipeline design and implementation on the animated feature "A Monster In Paris"
    xml based library implemetation for dumping / retrieving Softimage|XSI data
    xml based batch rebuild of final layout scenes, queue manager for all batch rebuilders
    Automated Pass Creation / Partition Feed in Softimage|XSI, Automatic Nuke Precomp trees with each asset in its own backdrop

  • Creature Technical Director

    Industrial Light & Magic

    November 2009 - March 2010
    San Francisco Bay Area

    Character Rigging (Creatures & Digital Doubles), Motion Capture Retargetting, Soft and Rigid
    Dynamics Simulations, Final Layout Shots Rebuilding.

  • Rigging Supervisor

    EuropaCorp - Bibo films

    October 2006 - October 2009
  • Head of Performance Technology

    Europacorp / The Pumpkin Factory

    February 2008 - October 2009
    Paris Area, France

    Responsible for Design, Implementation and Deployment of the Rigging Framework & Animation Pipeline.

  • Head of Performance Technology

    Europacorp / The Pumpkin Factory

    December 2006 - January 2008
    Paris Area, France

    Character Development Lead
    Specification & implementation of the automated Character Rigging solution
    Animation Pipeline Engineer

  • CG Supervisor

    UVPH

    August 2006 - November 2006
    Greater New York City Area
  • Animation & Ligthing TD

    Omation Studios

    November 2005 - August 2006
  • Lighting & Pipeline TD

    Omation

    October 2005 - July 2006
    San Clemente, California

    Lighting / Compositing TD
    Tools development for the Lighting / Compositing dept.
    Shots Lighting & Compositing

    Animation / FX TD
    Delivery of Character Assets, Crowd shots setup
    Tools development for the Animation dept.

    Character Finaling TD
    Shots finaling, tools development for the Final Layout dept.

  • Animation TD

    Neomis Animation

    June 2005 - September 2005
  • Character TD

    Cube Creative

    December 2004 - April 2005
  • Animation TD

    Action Synthese

    February 2004 - October 2004
  • Lighting / Compositing Artist

    Action Synthese

    May 2003 - January 2004
  • Mocap / Character TD

    API Productions

    November 2002 - April 2003
  • Character Setup & CG Artist

    BUF

    August 2000 - September 2002
  • CG Artist

    Digital Group

    October 1997 - August 2000
  • Systems Engineer & CG Artist

    PICTO - Studio de la Comète

    March 1995 - August 1996
Education
  • Engineer's Degree in IT and networks

    Institut national des Télécommunications

    1992 - 1995
  • Bachelor's degree in Prépas Grandes Ecoles d'Ingénieur, Maths, Physic

    Lycée Henri IV

    1989 - 1992