- Leading teams of Shader TDs on shows
- Responsible for the creative and technical solutions to achieve the delivery of all the assets on a show at the desired quality, on schedule and on budget
- Design of custom solutions to address show specific issues
- Constant communication and cooperation with LookDev production, VFX Supervisors, and the lighting department
- Technical support and guidance for the team
- Look Development of assets
- Specialized (but not exclusively) on hero characters and creatures, especially with fur or feathers
Projects:
"Avengers: Endgame" (feature film)
- Acting as lead
- Designed a system for efficient ingestion of assets lookdev from other vendors into our pipeline
"Godzilla vs. Kong" (feature film)
- Acting as lead
- Look Development of Kong and all the creatures in the Hollow World (Nozuki, Yoshuma, Rock Titan, Lizard Titan)
"The Christmas Chronicles 2" (feature film)
- Acting as lead
- Set up a system for easily creating lots of wooly wardrobe variations for elves
- Look Development of all animals on the show (Jola, the Jackalotes, the Reindeers)
"The Suicide Squad" (2021) (feature film)
- Look Development of various gory assets
- Look Development of the extreme closeup of dead Starro's eye
Currently in production (acting as lead on all):
“The Lord of the Rings” (TV series: season 1)
"Umbrella Academy" (TV series: season 3)
“Peacemaker” (TV series: season 1)
Software: Linux, Katana, Nuke, and lots of in-house tools (Manuka, ...)
Senior Shader Writer
Wētā FX
July 2015 - August 2018
Wellington, Wellington Region, New Zealand
- Senior Shader Writer and Shader R&D Programmer on the following feature films:
"Alvin and the Chipmunks: Road Chip"
"Furious 7"
"The Hobbit : The Battle of the Five Armies"
- Lookdev Artist on
"Rampage" (in production)
"Game of Thrones" (season 7, episode 6)
"War for the Planet of the Apes"
"The BFG"
"Furious 7"
Shader Writer
Wētā FX
May 2012 - April 2014
Wellington, Wellington Region, New Zealand
Shader Writer and Shader R&D Programmer on the following feature films:
"Dawn of The Planet of The Apes"
"The Hobbit : The Desolation of Smaug"
"Wolverine"
"Iron Man 3"
"Man of Steel"
"The Hobbit : An Unexpected Journey"
Shader Writer
Rising Sun Pictures
November 2011 - May 2012
Adelaide, South Australia, Australia
"Gravity" (feature film)
- Implementation of an atmosphere scattering shader in VEX for the re-entry sequence
- Look Development and lighting of the Tiangong space station and its Shenzou escape pod
- Look Development and lighting of the earth and its atmosphere (seen from space)
- Look Development and lighting of the earth landscape (seen from within the atmosphere)
Softwares : Houdini, Mantra
Lighting Department TD
Dr. D Studios
August 2011 - October 2011
Sydney, New South Wales, Australia
"Happy Feet 2" (animated feature film)
- lighting technical support
- scenes debugging
- shader code optimisation
- rendering optimisation
- development and maintenance of rendering tools
Software: Houdini & 3delight.
Rendering Technical Supervisor & Shader writer
Delapost Paris
January 2010 - August 2011
Paris, Île-de-France, France
- Creation of the company's Renderman pipeline
- Development of all the shaders (hard and soft surfaces, fur, lights, ...)
- Set-up of the fur exporting and rendering workflow
- Responsible of every technical aspect of rendering
Software: Maya, Shave & a Haircut, Renderman Studio, Renderman Pro Server, Nuke
As PRMan 16 was released I rewrote the whole shading pipeline in RSL2 to take advantage of the new features:
- physically plausible shading
- multiple importance sampling
- spherical harmonics environment lighting
I also improved our fur shader and added more options to simulate bounce light and occlusion in fur for cheap, or to simulate fur on hard surfaces:
- implementation of the user-friendly Marschner fur shader
- per-frame automatic texture baking of global illumination on a surface and at the tip of the fur, and interpolation of the value along the curves
- fake fur: realistic fur anisotropic specular behavior on hard surface
Rendering Technical Supervisor & Shader writer
Delapost Paris
January 2010 - January 2011
- Creation of the company's Renderman pipeline
- Writing of all the shaders (hard and soft surfaces, fur, lights, ...).
- Set-up of the fur exporting and rendering workflow
- Responsible of every technical aspect of rendering
Softwares: Maya, Renderman Studio, Renderman Pro Server, Nuke:
- "Wedel: Penguins in Heaven", commercial.
- "Opet: Oilman", commercial.
- "Feu Vert: Erde", commercial.
- "Delapost Intro: Grey Cat", in-house project.
- "Technical Test: Chrysler", in-house project.
- "Wedel: Meerkats", commercial.
- "Wedel: Penguins Kite", commercial.
Rendering TD
IVDEO
June 2010 - June 2010
Tours, Centre-Val de Loire, France
"La Femme Loire" (commercial)
- shading, lighting
Software: Maya, Mental Ray
Lighting Artist, Rendering TD, Pipeline TD
Delapost Paris
October 2008 - December 2009
Paris, Île-de-France, France
- Creation of the company's 3D asset management system in Python and MEL
- Rendering TD
- Lighting Artist
Projects:
- "Era" (TV commercial)
- "Stargate Amusement Park, Dubai" (TV commercial)
- "Lulu Vroumette" (pilot for an animated TV series)
- "Duplo" (TV commercial)
Software: Maya, Mental Ray
I then helped the studio transition the rendering pipeline to Pixar's Renderman (Studio and Pro Server) as we started working more and more on fur.
Projects:
- "Feu Vert" (series of TV commercials)
- "Kredit Bank" (TV commercial)
- "Panasonic: Robots" (TV commercial)
Software: Maya, Shave & a Haircut, Renderman Studio, Renderman Pro Server, Nuke