I'm currently seeking a leadership role with an outstanding filmmaking, VFX, or Virtual Production team. I bring an extensive business background as well as experience as a VFX Supervisor, TD, developer, and artist.
I'm passionate about filmmaking and collaborating with creatives, and specialize in using technology to achieve a vision and tell a story. I enjoy exploring new problem-spaces and being the glue in cross-functional teams. I'm hands-on, organized, comfortable on-set, and thrive under pressure, especially when troubleshooting and improvising solutions to on-the-spot problems. I pride myself on my artistic sensibilities and ability to match looks on projects -- whether that’s a fanciful non-photoreal property or invisibly integrating new elements into existing imagery.
• 5+ years ”Production Staff” roles; On-set Supervisor, Technical Producer, Contracts, Bids;
• 9 years ”In-Studio;” Animation, VFX, TD, Coder, Digital Artist;
• 20+ years leadership experience; Technical Management and Soft Business Skills;
• Deep understanding of SFX, VFX, and animation techniques - optical & virtual methodologies;
• Strong communicator with a passion for bridging technical and non-technical contexts.
Most recognizable contributions: The bullet-time explosion in SWORDFISH (data-guy, pre-pro, pre-viz, on-set, post), the Kenny-goes-to-hell fire tornado in SOUTH PARK: BIGGER LONGER & UNCUT (fx programmer, artist), and the run-over-creature wing reveal in JEEPERS CREEPERS (on-set vfx supervision). I've done a lot of software development over the years, but by far, my biggest technical contribution is as a co-author of the Brazil Rendering System.
Visual Effects Society, Washington Section Board of Managers
VES WA Section
January 2022 - Present
Section Membership & Outreach Chair
Virtual Production - Unreal Engine
Scott Kirvan VFX - Freelance and Consulting
2018 - Present
Real-time filmmaking R&D, focused on image fidelity, mocap, and integration with a VFX pipeline.
Virtual Production
Scott Kirvan VFX - Freelance and Consulting
2018 - Present
Real-time filmmaking R&D, focused on image fidelity, mocap, and integration with a VFX pipeline.
On-Set VFX Supervisor & Technical Adviser
Scott Kirvan VFX - Freelance and Consulting
1998 - Present
● SWORDFISH (pre-production, on-set, post) - Warner Brothers - Bullet time explosion and helicopter sequences;
- Worked closely with VFX Supervisor, generating data for and coordinating between multiple VFX & SFX teams;
- Followed shots from pre-production through post, assisting with R&D tests, look-dev, and developing plugins and scripts to improve production efficiency;
- Improvised and refactored the camera rig after an SFX car destroyed a portion of it, helping quickly get the production moving and keeping the shot in the film.
● JEEPERS CREEPERS (on-set) - American Zoetrope - Creature wing reveal;
- Coordinated with the Director and DP, Supervised and data-wrangled the shot;
- Helped the VFX team with look-dev and in overcoming some rendering challenges on the wing's translucency.
● FREAKYLINKS (on-set) - Fox Television / E=mc2 - CG Creature FX;
- Simple supervision gig with a couple locked-off shots, data collection, and reference materials delivered to the VFX team - episodic television, so very fast turn-around;
● SOULKEEPER (on-set) - One-Tu-Three Productions - multiple sequences;
- Mostly standard oversight, data collection, and reference;
- Following a prop failure, worked with the 1st AD, and the 1st and 2nd unit cameras to improvise a dual, in-camera solution, turning a potential post-production nightmare into a relatively simple comp;
- Worked with the VFX post team, recommended approaches, developed pipeline tools, and procedural shaders/filters to help with final image quality and on-time delivery.
Creative and Production Roles
Scott Kirvan VFX - Freelance and Consulting
1996 - Present
- Bidding & Script Breakdowns
- Treatments, Scriptwriting, & Editing
- Cross Functional Team Leadership
- Coordination and Tracking
● Actor, ”Blaine” - TILT - short film - Dirty Shirley Productions
● Add’l Writer, Actor ”Soldier 3”, Digital Artist - ONLY HOPE - short film - Max Ink Productions
● Lighting TD, Digital Artist - GENERA - short film - Inertia Pictures
● FX Programmer, stereoscopic 2D look-dev - SPONGEBOB SQUAREPANTS 4-D - Paramount Parks / Nickelodeon
● Digital Artist - SPORTS CENTER - ident-bumper - Sports Center/RazorFish
● Digital Artist - WARRIORS OF MIGHT AND MAGIC - video game cinematic - 3DO
Associate VFX Supervisor and Scale (as in "Size") Ambassador of Boots Riley's new Amazon series I'M A VIRGO (in post-production). Pre-production, forced-perspective shot planning, on-set VFX supervision, and Unreal Engine tech-viz.
Sr. Pipeline Engineer - Immersive Technologies
Nike
November 2021 - January 2022
Greater Seattle Area - Remote
Dev artist tools for Unreal/Substance workflows using Blueprints and Python, and worked with Unreal Pixel Streaming via AWS for an internal immersive project.
Founder ● Head Brewer
Slaughter County Brewing Company, LLC
April 2010 - August 2018
AcquiHire • General Manager Brazil r/s™ • M&E Subject Matter Expert
Caustic Graphics, Inc.
October 2008 - July 2009
Seattle, WA / San Francisco, CA
- Served as liaison to A-list film and entertainment studios, architectural firms, and fortune 500 hardware and software vendors;
- Provided technical guidance and validation of integration; Brazil API & Caustic raytracing hardware;
- SME in meetings with top-level studios and directors
Founder • CEO • Developer
SplutterFish, LLC
October 2000 - October 2008
Los Angeles, CA / Seattle, WA
- Co-authored the globally recognized Brazil Rendering System;
- Developed business relationships and provided consultation to A-list studios, architecture & design firms, hardware and software producers, and cloud rendering providers;
- Provided personal on-site tech support and production assistance ("smokejumping") for key customers including: Industrial Light & Magic (Skywalker Ranch, Kerner Optical, & the Presidio), The Orphanage, Matte World Digital, Blur Studio, Max Ink Cafe, Inertia Pictures, Blizzard Entertainment, Frantic Films, Digital Domain, Microsoft Games, Autodesk.
Computer Graphics Specialist • Software Technical Director • FX Progr
Blur Studio
1996 - 2000
Venice Beach, CA
• Took on various technical and artistic responsibilities in support of production requirements.
• Occasionally provided on-set supervision for the facility and contributed substantially to the studio’s stereoscopic and non-photoreal pipelines.
• Contributed technically and creatively during staff meetings and assisted with artist education, especially in communicating old-school techniques and math-centric methods and concepts;
• Represented the studio in meetings, contract negotiations, and software licensing agreements with Autodesk, Inc., licensing several plug-in products; ILM’s OpenEXR, RayFX (an integrated ray tracer that worked inside ADSK’s scanline renderer), and others.
● FX Programmer, Digital Artist - SOUTH PARK: BIGGER LONGER, AND UNCUT - feature film - Comedy Partners
● Lighting TD, FX Programmer - FOR THE CAUSE - feature film - Grand Designs
● FX Programmer, Look-dev TD - 1001 NIGHTS - short film - Hyperion / BS24 Japan
● Add’l VFX Supervisor (on-set) - SOULKEEPER - feature film - One-Tu-Three Productions
● FX Programmer - THE REAL ADVENTURES OF JONNY QUEST - animated TV series - Hanna-Barbera
● FX Programmer - DEEP RISING - feature film - Walt Disney Pictures
● FX Programmer - THE VISITOR - TV series - Centropolis
● FX Programmer - METEOR ATTACK - stereoscopic ride film - Tobu Zoo, Tokyo
● FX Programmer, Stereoscopic pipeline TD - GUINNESS: RIDE THE RECORDS - Stereoscopic IMAX ride film - Guinness World Records
● FX Programmer - CARNEVIL - video game cinematic - Midway Games
Computer Graphics Specialist • Software Technical Director • FX Progr
Blur Studio
1996 - 2000
Venice Beach, CA
• Took on various technical and artistic responsibilities in support of production requirements.
• Occasionally provided on-set supervision for the facility and contributed substantially to the studio’s stereoscopic and non-photoreal pipelines.
• Contributed technically and creatively during staff meetings and assisted with artist education, especially in communicating old-school techniques and math-centric methods and concepts;
• Represented the studio in meetings, contract negotiations, and software licensing agreements with Autodesk, Inc., licensing several plug-in products; ILM’s OpenEXR, RayFX (an integrated ray tracer that worked inside ADSK’s scanline renderer), and others.
● FX Programmer, Digital Artist - SOUTH PARK: BIGGER LONGER, AND UNCUT - feature film - Comedy Partners
● Lighting TD, FX Programmer - FOR THE CAUSE - feature film - Grand Designs
● FX Programmer, Look-dev TD - 1001 NIGHTS - short film - Hyperion / BS24 Japan
● Add’l VFX Supervisor (on-set) - SOULKEEPER - feature film - One-Tu-Three Productions
● FX Programmer - THE REAL ADVENTURES OF JONNY QUEST - animated TV series - Hanna-Barbera
● FX Programmer - DEEP RISING - feature film - Walt Disney Pictures
● FX Programmer - THE VISITOR - TV series - Centropolis
● FX Programmer - METEOR ATTACK - stereoscopic ride film - Tobu Zoo, Tokyo
● FX Programmer, Stereoscopic pipeline TD - GUINNESS: RIDE THE RECORDS - Stereoscopic IMAX ride film - Guinness World Records
● FX Programmer - CARNEVIL - video game cinematic - Midway Games
Computer Graphics Engineer
Impulse, Inc.
1992 - 1996
Minneapolis, MN
Producer of computer graphics software and peripherals for the Amiga Computer.
- Designed and developed 2 customer facing software applications; Edimator™, an interactive, non-linear digital editing suite, and the DigiMax™, 3D digitizer;
- On a dare, revolutionized the importance of shaders in our flagship product, Imagine™, by developing more than 100 procedural shaders in less than 2 weeks;
- Gained the attention of industry insiders based on the flexibility, visual complexity, and natural appearance of my procedural shaders and animated effects
Software Engineer
CNS, Inc
1991 - 1992
Minneapolis, MN
Medical hardware and software developer; biophysical data collection and analysis.
- Developed, debugged and maintained customer facing features for analysis and visualization of medical biosignal data;
- Developed the first real-time digital filter to accurately monitor the heart rate of premature babies