Scott Kirvan

Scott Kirvan

Virtual Production Supervisor | VFX Supervisor

VP Supervisor / VFX Supervisor

Seattle, WA

Hire Me

Assoc. VFX Supervisor & Scale Ambassador

I'm a Virgo (2023)

On-Set VFX Supervisor

For All Mankind (2019)

Additional Visual Effects Supervisor

Jeepers Creepers (2001)

Technical Advisor & On-set VFX Supervision

Swordfish (2001)

Effects Programmer

1001 Nights (1998)

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.

GAME ENGINE: Unreal Engine 4&5
VP TECHNOLOGIES: Blueprints, C++ Plugin Development, nDisplay, LiveLink, Multiuser, vCam, ARKit, Web Control, Simulcam Compositing, Sequencer, Optimization, FBX pipeline, rendering, lighting, shaders, motion control, DMX;
ADD'L SOFTWARE/TOOLS: Nuke, 3ds Max, Houdini, Maya, Blender, Davinci Resolve (Fusion), Shotgun, Renderman, Microsoft Office, Photoshop, GIMP, Inkscape, Perforce, Git, IDEs, OBS, WSL;
PROGRAMMING/PIPELINE: C/C++, Python, Perl, PHP, JavaScript, Shell, FORTRAN, COBOL, Basic, USD, ACES, Cuda, RTX, TensorFlow, LaTeX, Pandoc, ImageMagick;
OS: Windows, Mac, Linux, Android, IOS;
PROPRIETARY TOOLS: I'm always learning, and pick up new technologies quickly.
Work History
  • VES Awards Committee Member

    Visual Effects Society

    March 2023 - Present
  • 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

  • On Set VFX Supervisor

    Sony

    August 2022 - January 2023
    Culver City, CA
  • Managing Director

    Slaughter County Brewing Company, LLC

    August 2018 - June 2022
  • Associate Visual Effects Supervisor & Scale Ambassador

    Amazon / Media Res

    January 2022 - June 2022
    New Orleans, Louisiana; Oakland, California

    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

Education
  • BS in Electrical Engineering

    St. Cloud State University

    ? - 1991