I've been doing frontline production support, software development, and system architecture design for animated feature films and VFX since 2010. I'm currently the lead designer and engineer for an end-to-end production pipeline for the Lytro Immerge VR Camera, where I've lead the design and development of the world's first professional production pipeline using lightfield technology.
My strength is in system architecture and design. I excel at taking disparate products, absorbing user stories, and designing and engineering data pipelines that tie those products together as a viable workflow for the end users. Implementing these pipelines has given me lots of real-world experience in software development in a high-pressure, fast-paced production environment. Pipeline software engineering has been primary in Python, and I have been working professionally as an embedded software engineer and technical consultant for several artist groups in Python-centric pipelines for over 7 years in the animation and VFX industry.
I've spent significant amounts of my own develop doing android development in Java. Troubleshooting and hobbyist pursuits have required me to dive into some C++ or C# code as well. I've also scripted in TCL, Lua and TCSH. I've worked quite a bit with both SQL and NoSQL databases. I also worked for nearly two years doing primarily PHP/HTML/CSS/JavaScript development.
I really building things, breaking down complex problems and solving them one piece at a time, and coming up with innovate solutions that push workflows and possibilities forward.
Work History
Pipeline Staff Software Engineer
Light Field Lab, Inc.
August 2023 - Present
San Jose, California, United States · On-site
Software engineer focused on artist/creator interaction with light field displays.
Senior Software Engineer, Simulations
Cruise
November 2021 - February 2023
ADG Pipeline Engineer
Lucasfilm
December 2018 - October 2021
San Francisco Bay Area
pipeline engineer
Nimble Collective, Inc
April 2018 - November 2018
Mountain View, CA
Pipeline Technical Director
Lytro
July 2016 - March 2018
Lead end-to-end pipeline architect and engineer for the Lytro Immerge VR Camera pipeline.
* Pipeline architecture and engineering lead for the first ever professional lightfield video pipeline, with emphasis on data management, production tracking, software management and cloud rendering
* Project managing a team of TDs, including developing roadmaps and prioritizing tasks in a fast-paced start up and production environment
* Coordinating technical infrastructure lifecycle with creative, production and IT heads
* Engineering in Python for production pipelines and lightfields. Including:
- Modular Rendering Submission UI
- Utility libraries for abstracting volumetric file paths
- A volumetric editorial library
- Facility logging helpers
- Modular environment configuration components
- Components for capturing review notes and integrating them with Shotgun
Technical Director
Animal Logic
January 2015 - March 2018
Sydney, Australia
Technical Director
DreamWorks Animation
November 2011 - November 2014
Pipeline development and troubleshooting in production.
- Led team to develop and maintain ghost pipeline spanning FX, Surfacing, Crowds, CFX, Animation and Lighting for rendering ghost effects for B.O.O. (2015); Houdini, Nuke and proprietary tool integration
- Crowds/CFX/Lighting handoff – Python development project for validating crowds work, ingesting data into lighting, validating lighting setups, submitting lighting pre-data steps, and a CLUI wizard for aiding artists’ crowds setup. Developed with externally usable modules, configurable, and extensible.
- Render farm data storage, retrieval, visualization and analysis - parsed and stored render data into studio NoSQL storage solution with python modules for easy retrieval. Utility to view render data and graphs interactively in NUKE over final images.
- Miscellaneous development of 2D and 3D workflows for mainly lighting and compositing teams, as well as debugging data from all departments as it impacts final rendered images.
Lighting Technical Assistant
DreamWorks Animation
June 2010 - November 2011
Support lighting artists in setting up sequences and shots, and other lighting support work. Supported:
Megamind: The Button of Doom
Night of the Living Carrots
Madagascar 3
* Sequence setup automation software - reduced lighting sequence setup time from 1-2 days to 1-2 hours.
* Aided lighting leads in setting up sequences, making rig decisions, and managing data flows
Lead Graphic Design Artist / Sys Admin / Web Developer
Ezra Distributing
August 2008 - June 2010
West Lafayette, IN
- Deployed two new web storefronts based on Joomla and VirtueMart with custom skins.
- Organized graphics and development files on centralized server with Subversion access to workstations.
- Managed domain names, web hosting, and online marketing systems for multiple companies.
Undergraduate Researcher
Purdue Envision Center
October 2009 - February 2010
Created assets for an interactive 3D environments in a ‘cave’ VR setup.
Aided in UI testing and design for an interactive ‘clean room’ simulation.
Student Intern
eImagine Technology Group
May 2007 - August 2008
Designing and developing templates and websites with DotNetNuke, designing and creating graphics (flyers, logos, etc) for various clients, and testing web applications.