Digic Pictures
is hiring
Lead Pipeline TD (Remote ±2h CET)
Remote freelance only within ±2h of Budapest (CET)
Please note that DIGIC can only work with freelancers who are registered as sole proprietors/entrepreneurs or as self-employed professionals.
Core Mission
The Maya Pipeline Developer specializes in developing and maintaining custom tools, scripts, and integrations specifically for Autodesk Maya, serving as the primary technical bridge for the animation, rigging, and layout teams in the production of 3D animated movies.
The Maya Pipeline Developer designs and implements intuitive GUIs, Maya plugins, and automation scripts to eliminate workflow friction within Maya. While highly focused on Maya development, the Developer will also collaborate with the CG Technology team to ensure seamless integration of Maya tools into the broader studio pipeline.
Main Tasks
- Define and own the technical architecture of the animation pipeline end to end, from asset publishing through animation, CFX, FX, lighting and rendering to delivery. Maintain a development roadmap aligned with show milestones and studio strategy.
- Lead the Pipeline Developer team. Assign and track work, run code and design reviews, set and enforce coding standards, mentor developers, conduct performance reviews, and participate in recruitment, onboarding and capacity planning.
- Own the pipeline request backlog. Triage incoming requests from CG Supervisors, Heads of Departments and ATDs, arbitrate between competing priorities, define scope and acceptance criteria, and communicate realistic delivery expectations to production.
- Act as the final escalation point for critical, show-stopping pipeline failures. Own incident triage, coordinate resolution across Pipeline, CG Technology and Render Farm Ops, and drive post-incident fixes that remove the root cause.
- Govern software versioning and environment management (DCC versions, plugins, Python environments, package and dependency resolution), release cadence, testing and rollback procedures, so that deployments never destabilise an active show.
- Ensure every deployed tool ships with documentation, that pipeline conventions are written down and current, and that training and technical presentations reach the artist teams that depend on them.
Main Performance Indicators
- Minimum of 7+ years of experience in Maya tool development and pipeline integration in high-end VFX or 3D animation production. including at least 3 years leading a technical team or owning the pipeline of a large-scale show or episodic series.
- Expert Python, including packaging, testing, performance work and API design. Strong Qt / PySide for artist-facing tooling. Working knowledge of C++ for DCC plugin work is an advantage.
- Proven ability to design asset and shot pipelines at scale, covering publishing, versioning, dependency resolution, caching and data validation.
- Deep technical mastery of Maya and Houdini, practical experience across Nuke, Gaffer and Arnold renderer.
- Strong Linux fluency, source control (Git), CI/CD, environment and package management (Rez or equivalent).
Essential skills
- At least 3 years of CG Development or Pipeline Development experience in a CG production environment.
- Proficiency in Python and Qt.
- Experience developing plugins/scripts for DCC software - Maya, Nuke, Arnold and/or Houdini.
- Ability to understand, debug and extend complex pipeline tools.
- Strong communication skills, expertise with working directly with artists.
- Ability to work on a project alone or as part of a larger team.
- High level English proficiency in writing and speaking.
- Hungarian language knowledge
Desirable skills
- Able to direct and develop a team of technical specialists, delegate ownership, hold a quality bar and resolve conflict without escalating friction into production.
- Interfaces daily with CG Supervisors, Heads of Departments, Production, CG Technology and Render Farm Ops. Able to say no with a reason, offer alternatives, and hold a defensible priority order under pressure.
- Precise technical communication with developers, and plain, non-technical communication with artists, producers and executives. Able to present a roadmap and justify it.
- Comfortable making architectural decisions with incomplete information, distinguishing a temporary production fix from a permanent solution, and scheduling the repayment of the difference.
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