Charles Wardlaw

Charles Wardlaw

Also 2 years as a CG Supervisor, 10+ as Character TD

Senior Software Engineer / 6 yrs

Toronto, Canada

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Software Engineer

Spider-Man: Across the Spider-Verse (2023)

Senior Developer

Maya and the Three (2021)

Rigging

Watchmen (2019)

Senior Technical Director / Crowds Lead

Next Gen (2018)

Senior Technical Director

Ranger Rob (2016)

Lead Rigger

RoboCop (2014)

Character Rigging

Pay the Ghost (2015)

Senior Character TD / Lead Rigger

Crimson Peak (2015)

Character TD

Vikings (2013)

Lead Rigger

The Strain (2014)

Character TD

Mama (2017)

Character TD

The Mortal Instruments: City of Bones (2013)

Rigger

Resident Evil: Retribution (2012)

TD

Carrie (2013)

Senior Character TD

The Dovekeepers

Rigger

Sunny and Gerd in Spring Cleaning

Texture Photographer

Elephants Dream (2016)

Character Rigger

Ozzy (2017)

Pipeline Developer

Itsy Bitsy (2019)

3D Character Artist

Playmobil: The Secret of Pirate Island (2009)

Animator / Rigging Artist

Ollie & the Baked Halibut (2009)

I want to keep on making cool stuff. 日本語でもSランク任務でもオッケイーです。
Work History
  • Senior Software Engineer

    NVIDIA

    August 2022 - Present
    Remote
  • Software Engineer

    Sony Pictures Imageworks

    June 2021 - July 2022
    Remote
  • Senior Developer

    Tangent Animation

    November 2020 - May 2021
    Toronto, Canada
  • Developer

    Tangent Animation

    June 2019 - November 2020
    Toronto, Canada
  • Software Architect

    Intelligent Creatures

    July 2018 - July 2019
    Toronto, Canada Area

    Worked on pipeline code (DCC/command line interfaces, Shotgun automation) as well as custom nodes in Maya and Nuke. Some interface work in Houdini. Worked on rigs for Watchmen for HBO. Consulted on using Unreal Engine 4 technology to produce realtime-rendered high quality shots from Alembic exports.

  • Senior Technical Director / Crowds Supervisor

    Tangent Animation

    May 2017 - June 2018
    Toronto, Canada

    Wrote Python 3 add-one for multiple parts of the pipeline, including a pose library, an animation library, a cache sculpting tool, Python-only Blender binary file introspection, and tools for crowd exports.

    I also added features to Blender in C and C++, including extended material and randomization options for the Array modifier, a live blendshape modifier for cache blending, a compiled plugin API for procedural geometry generation in the modifier stack, and a few bug fixes.

    I took over as Crowd Supervisor in March to help with the Blender and Golaem setups.

  • CG Supervisor

    Industrial Brothers

    September 2016 - May 2017
  • Senior Technical Director

    Nelvana

    February 2015 - January 2016
    Toronto, ON
  • Senior Character TD

    Mr. X

    November 2011 - February 2015
    Toronto, ON

    Responsible for rigging for film and television. Created custom nodes and API plugins in Python and C++ to solve difficult rigging problems. Worked in Houdini for some character effects and finaling. Contributed to pitch projects. Created a modular rigging system using PyMEL for rapid prototyping of new setups, used in all shows in 2014 and many in 2015.

Education
  • Certificate in Character Animation

    Animation Mentor

    2008 - 2009
  • BA in Theatre

    Ithaca College

    1998 - 2002