Resume

Projects

Cinesite

The following projects are part of the Maya pipeline.

  • Shotgun Entity Wrapper: A library to wrap the Shotgun entities into a simple and easy to use interface that supports per session and per user caching.
  • Shot Publishing: The main tool to publish shot data from departments such as Animation and Layout for upstream department use.
  • Scene Assembly: A library to bundle a scene's hierarchy into a format that supports viewing the saved scene as well as importing back into Maya. This also comes with a tool to easily swap between different versions of the same scene or different assemblies.
  • Rig Mesh Simplification: A tool to allow riggers to easily slice meshes for low quality rig representations. This allows for fast animation feedback.
  • Application Launcher: A tool to launch instances of applications in an environment appropriate for a project.

DHX Media

The following projects are part of the Maya and Nuke pipeline.

  • Path Template API: The system to query paths for a specific entity in the pipeline.
  • Workspace Builder API: The system to build the file structure for a specific entity.
  • Scene Saving: A user interface to save scenes in Maya or Nuke.
  • Maya Node Framework: An API to query an asset in a Maya scene, and a layer on top of the Maya API for nodes.
  • Asset Checks: A framework and user interface to verify the quality of an asset for publishing.
  • Publishing Framework: A framework and user interface for publishing assets and shots to be used in other stages of the pipeline.
  • Texture Framework: An API to query and modify texture nodes and texture paths in a Maya asset.
  • Alembic Import/Export API: An API to read and write Alembic point cache.
  • Animation Import/Export API: An API to read and write animation data to a proprietary file format.
  • nCache Import/Export API: An API to read and write nCache (Maya's particle and fluid cache format) files.
  • Sequence Shot Splitter: A user interface to split a Maya sequence into a series of shots with assets.
  • EDL Splitter: An API to split EDL files into a series of shots.
  • Shot Assembly: An API and user interface to assemble assets and animation data into a shot.
  • Shot Cache: A user interface to save the animation data for assets in a shot.
  • Farm Submission: A user interface to submit Nuke render jobs to the farm.
  • Nuke Element Importer: A user interface to import elements such as image sequences into a Nuke script.
  • Review Submission: A user interface and framework to create and submit review items to supervisors and clients.

Experience

Scanline VFX

Workflow Engineer

July 2022 - Present

  • Mentoring developers in the team.
  • Developing and maintaining the workflow tools and processes.

Stellar Creative Lab

Lead Pipeline TD

November 2019 - July 2022

  • Main point of contact for the one of the projects.
  • Developing and maintaining the core and Maya pipeline.
  • Mentoring junior and mid-level pipeline TDs.
  • Assisting artists with issues with the pipeline and tools.

Senior Pipeline TD

March 2019 - November 2019

  • Developing and maintaining the core and Maya pipeline.
  • Mentoring junior and mid-level pipeline TDs.
  • Assisting artists with issues with the pipeline and tools.

Cinesite

Pipeline TD

June 2017 - March 2019

  • Developing and maintaining the core and Maya pipeline.
  • Mentoring junior and mid-level pipeline TDs.
  • Assisting artists with issues with the pipeline and tools.

DHX Media

Pipeline TD

September 2015 - June 2017

  • Developing and maintaining the Maya and Nuke pipeline.
  • Assisting artists with issues with the pipeline and tools.
  • Assisting the other Pipeline TDs and Show TDs with the core pipeline infrastructure.
  • Providing guidance and feedback to artists who are self-trained in Python.

Nerd Corps Entertainment

Junior Pipeline TD

June 2014 - September 2015

  • Assisting the Pipeline Supervisor with developing the Maya and Nuke pipeline.
  • Developing core API functions that all tools depend on.
  • Developing user interface tools to assist them with production.
  • Researching technology, tools, and techniques to increase efficiency of both development and production.
  • Working with artists to provide education and assistance with the pipeline as well as technical support to collaboratively improve the pipeline.

Imaging PA and Junior Compositor

June 2013 - June 2014

  • Creating render passes from animation scenes to assist rendering and compositing efficiency.
  • Resolving issues in rendering such as shimmering textures and anti-aliasing errors.
  • Working with compositors, animators, and modellers to resolve issues with the model, and crashing geometry while animating.
  • Verifying continuity with animation sequences.
  • Developing tools to improve speed and quality of the rendering process.

Education

Capilano University

Certificate, Digital Animation

September 2012 - April 2013

  • Graduated with an average 3.54 GPA

Studied the following:

  • Modelling (environment and character)
  • 3D animation with Maya and Softimage
  • Digital lighting with Mental Ray and V-Ray
  • Scripting with Python
  • Character and layout design
  • Character rigging with Maya and Softimage

Proficiencies

Code: Python, Rust, Go, C++, SQL, TypeScript, JavaScript, Bash

Software: Maya, Nuke, Katana, Softimage, Photoshop, Blender, Krita, RV, Shotgun