Robert Chen

Robert Chen

Effects Lead at Oculus VR

visual effects lead / 15 yrs

San Francisco, CA

Hire Me

Effects Lead

Henry (2018)

Effects Lead

Dear Angelica (2017)

Additional Effects Artist

Home (2015)

Effects Animator

Mr. Peabody & Sherman (2014)

Visual Effects Artist

Puss in Boots (2011)

Visual Effects Artist

Megamind (2010)

Visual Effects Artist

How to Train Your Dragon (2010)

Hello there! I'm Robert. I'm the visual effects lead at Oculus Story Studio, creating vfx for next-gen virtual reality films. Before that I worked as a senior FX artist at Dreamworks Animation. I majored in Architecture at Cornell University with a minor in Computer Game Design. Since design and programming are my passions, I'm always looking for opportunities that blends artistic and visual insights with computer programs and mathematics, as well as jobs that challenge me and make me learn new things. I also develop mobile games as personal projects on the side. If you'd like to know more, please visit www.robert-chen.com, or feel free to contact me!
Work History
  • Effects Lead - Story Studio

    Oculus VR

    March 2015 - Present
  • Lead VFX Rendering & Export Developer

    DreamWorks Animation

    2012 - January 2015

    - Envisioned the rendering & export workflow and met regularly with the Heads of FX to make decisions on the FX pipeline for all DreamWorks Animation productions
    - Developed and maintained various plugins & shaders that increased artists’ work efficiency up to 300%
    - As the lead developer, delegated and managed developers to build a fast and user-friendly pipeline to further improve artists’ workflows and efficiency
    - Taught classes on Houdini and Mantra to help transition the FX team to a more modern software platform

  • Senior Effects Artist - Penguins of Madagascar

    DreamWorks Animation

    2014 - 2014

    - Finished several FX shots well under bid time, helping to meet very tight deadlines
    - Quickly learned, modified, and optimized the system for the “pink energy,” one of the major FX, then lead a small team of artists to use the optimized system to complete all the close-up shots in two weeks

  • Effects System Lead - Mr. Peabody & Sherman

    DreamWorks Animation

    2012 - 2014

    - Developed the original look and visuals for the time travel effects, one of the major FX in the film
    - Designed the memory-efficient time travel FX system and pipeline used in multiple shots, which allowed artists to quickly simulate, export, and render hundreds of millions of particles
    - Taught artists the system, oversaw all the time travel shots, troubleshot problems, and gave notes
    - Developed the look and the system for the close-up black hole shots, one of the other major FX
    - Optimized the black hole system to make simulating and rendering vast amounts of data possible
    - Collaborated with animation, layout, and lighting departments to ensure all FX were seamlessly
    integrated

  • Junior Effects Artist - Puss in Boots

    DreamWorks Animation

    2010 - 2012

    - Iterated on the slow motion milk splash shots to meet the director’s vision for this highly complicated FX
    - Developed the vine destruction FX by using RBD constraints to simulate soft bodies, bending, and snapping

  • Entry Effects Artist - Megamind, How to Train Your Dragons

    DreamWorks Animation

    January 2009 - 2010

    - Developed an innovative method to quickly simulate multiple fast moving fires over long distances, reducing turn-around time by ~200-300%

  • Architectural Assistant

    Foster and Partners

    2008 - 2009

    - Created digital concept models and photorealistic renderings to help bring architecture ideas to reality
    - Transformed 3D digital designs into physical models through laser-cutting and 3D printing

Education
  • Bachelor's Degree in Architecture, Dean’s Honor List

    Cornell University

    2003 - 2008
  • Minor in Computer Game Design

    Cornell University College of Engineering

    2005 - 2007