I'm a technical oriented artist with experience in cloth simulation, rigging, pipeline development. I spent my early years in both game and film industries and I'm always excited to work in this challenging yet interesting industry with all the fun people I met with.
Designing, developing and maintaining tools for character pipeline studio wide and on shows
Working with production to solve technical challenges
animation / crowd / version control tools development
projects:
- Storks (2016)
- The Emoji Movie (2017)
- Spider-Man: Into the Spider-Verse (2018)
- Angry Birds 2 ( 2019 )
Pipeline Technical Director
Sony Pictures Imageworks
November 2015 - April 2019
Responsibility: support layout and animation pipeline
- SyncIt a tool to sync Maya timeline with external image sequence viewer
- spNote a knowledge sharing tool running in DCC applications
- upgradeAssets update rigs and batch processing tool on render farm
- svngui a pyqt ui for rigging artist to manged svn repo
- maintain crowd animation workflow
Projects: Storks (2016), Emoji(2017), Spider-Man: Into the Spider-Verse(2018), Angry
Birds 2(2019)
Pipeline TD
Sony Pictures Imageworks
November 2015 - August 2018
Vancouver, Canada
Production Engineer
Industrial Light & Magic
February 2014 - October 2014
singapore
Worked on lucasfilm's animated feature Strange Magic
General pipeline support for media submission and proprietary software for all vfx shows
Tool development with python qt pymel
- PyQt GUI for artist to submit render estimation to render farm
- Draggable PyQt GUIfor submitting nested batch processsing commands to farm
- Maintain web based fx element submission tool for fx/lighting communications
- Write script to batch convert animation from outsourced 3rd party vendor provided maya scene file into internal animation rig and check into internal database
Assistant Technical Director
Industrial Light & Magic
March 2013 - February 2014
Singapore
Worked on animated feature Strange Magic
Write new and maintain existing pipeline tools
- Wrote a .ma file parser for extracting rig info from maya scene
- Wrote a gui to transfer animation curves between different shots
- Troubleshooting baketake renders and animation export from maya to proprietary software
Creature Technical Director ( crowd simulation )
Industrial Light & Magic
July 2012 - February 2013
singapore
Worked on animated feature Strange Magic
- Write particle expressions in Python in proprietary software
- Write production tools with PyQt
- GUI to setup crowd in proprietary software
Cloth Simulation Artist
Lucasfilm Animation
March 2009 - July 2012
Singapore
Worked on Starwars: The Clone Wars Season 3,4,5 as cloth simulation artist
- Setup cloth rigs and cloth parameters in Maya
- Cloth simulation for garments clothes and fabrics
- Sculpt cloth shapes when penetration happens
- Write pipeline tools to fix cloth penetrations
- Helped fx team to do motorbike dust simulation for two weeks
Pipeline TD & Effects Animator
Ubisoft
August 2007 - January 2009
Shanghai City, China
Pipeline support in cinematic team
Cloth Simulation / Forest Sim
Renderfarm management with Deadline / Qube!
- Write submisson script from within Max
- Manage pools and queues setup
- Sanity check tool based on maxscript for asset artists to checkin assets
- FBX batch transfer script from max to maya
Hair TD, Pipeline TD
Institute of Digital Media Technology (Shanghai) Limited
2004 - 2007
Shanghai City, China
Worked on Bratz, Dive Olly Dive as Technical Director
Hair Simulation on Bratz
Wirte pipeline tools
Troubleshooting Rendering in Maya
Cloth TD, Pipeline TD
Institute of Digital Media Technology (Shanghai) Limited
2004 - 2006
Shanghai City, China
Cloth simulatoin for company project
Fx Instructor