Experience

Cruise 2019-2024 Senior Technical Artist II

  • Managed pipeline and tech art features of content creation for artists and troubleshooted content related issues for the end-to-end autonomous vehicle simulator.
  • Led a cross-departmental team to create a validation system for thousands of asset combinations to ensure asset technical and perceptual (camera and LIDAR response) correctness within the simulator.
  • Reduced customer reported error rate 77% and increased the number of weekly automated issues caught by 500%. Designed and implemented an asset catalog web viewer for individual asset metrics and related validation data.
  • Created automation pipeline to reduce vehicle assembly time from days to minutes saving 700+ hours of work for artists.
  • Integrated Python into content pipeline in UE4 in order to automate generation of 1000+ assets from mesh to sim.
  • Developed editor asset preview tool fully integrated with 'gameplay' features so artists could test in-editor before publishing (including LIDAR response, variant preview, attachments, and vehicle functionality such as doors and lights).
  • Created mesh and color variant systems and a robust attachment system, increasing total asset combinations exponentially from hundreds to millions of permutations leading to significant improvement in machine learning (ML) metrics.
  • Improved asset databases for simulation content, automating generation and validation and created system to alert users to pull request (PR) impact and changes (through automatic PR comments, diffing and reporting).

  • Penrose Studios 2015-2019 Senior Technical Artist

  • Collaborated with team to bid, design, and execute real-time visual effects for virtual reality content under tight production deadlines.
  • Leading role in developing Maestro, an award-winning system to manage and collaboratively review VR movie sequences.
  • Designed and implemented a collaborative workflow and source control solution for VR development in Unreal Engine 4 (UE4) using Perforce, AWS, and Jenkins for CI.
  • Streamlined studio workflow by writing artist-friendly pipeline tools to manage assets, projects, and custom UE4 engine versions.
  • Created highly optimized effects, shaders and scripts in Unity for an unnannounced cross-platform mobile VR project.
  • Prototyped and developed VR specific graphics applications such as portals and developed tools for asset creation in native VR.
  • Developed custom UE4 plugins to manage VR movie sequences in a constantly shifting production for easy playback, review, and final shipping infrastructure.
  • Designed and prototyped avatar and character creation features in Unity for an unnannounced project.
  • The Rose and I Lead Technical Director
  • Designed and managed the technical infrastructure of the VR experience and the artist pipeline as Lead Technical Director.
  • Designed and integrated real time GPU particle effects and procedural geometry.
  • Fixed all bugs and technical issues including graphics, audio, animation, and interaction.
  • Allumette FX Developer & Software Engineer
  • Designed and implemented real-time FX.
  • Developed UE4 level and interaction infrastructure, in-game UI interaction and game menus, asynchronous level transitioning, dynamic menu localization and experience subtitling in eight languages.
  • Implemented features and bugfixes in order to ship experience on Rift, SteamVR, and PSVR platforms.
  • Worked tightly with both PS4 and UE4 development teams to fix bleeding edge VR issues and optimize experience on the PSVR SDK in order to pass Sony TRC requirements in 4 different regions (US, Europe, Asia, China) and release as a launch title.
  • Arden's Wake Senior Technical Artist
  • Created custom crowd simulation plugin in UE4 to simulate thousands of fish simultaneously in real-time.
  • Wrote a custom caching system and developed a pipeline for Houdini particle and rigid body simulation playback in real-time.

  • Grid 2015 iOS Software Engineer

  • Implemented iOS app features including on-boarding tutorial system and token-based authentication.
  • Optimized and refactored Objective C to increase performance on main application interface, including asynchronous loading of user assets.
  • Used the native iOS library and Objective C, graphics programming with OpenGL/Cocos2d, and server-side programming using Javascript and Node.js

  • PDI/Dreamworks 2011-2015 Visual Effects Artist

  • Coded pipeline scripts/tools for FX rendering pipeline using C++, Python, and HScript (Houdini OTL’s) in Linux environment.
  • Designed, rendered, and composited FX elements using Houdini, Nuke, and proprietary in-house pipeline in stereoscopic 3D.
  • Pipeline Task Force Visionary
  • Oversaw the development and improvement of the FX pipeline by creating plugins to assist artists with multi-shot and export/asset-handoff workflow (using Houdini and studio Python API’s and PyQt).
  • Met regularly with pipeline team, Heads of FX, and R&D to adopt next generation studio software and determine direction and design of the FX pipeline.
  • Rendering Task Force Developer
  • Leading role in improving Mantra workflow by revamping FX department cutout and export tools.
  • Developed optimized Houdini OTL’s, Python modules, and UI’s and integrated them with proprietary next-gen studio software to provide seamless workflow between Houdini and studio tools.
  • Optimized and parallelized existing export/rendering tools to increase efficiency of FX tasks on the render farm.

  • Pixar 2010 Technical Director Intern

  • Provided support, maintenance, and production specific features for the Cars 2 asset profiling system in the Global Technology Dept.
  • Scripted in Python and tcsh extensively in a Linux environment.
  • Wrote Python scripts to automate creation of webpages to visually track asset profiling statistics such as render times, memory usage, etc.
  • Awards & Publications

    Maestro: Empowering VR Storytelling Through Social Collaboration
  • Winner of VR/AR 2018 South By Southwest (SXSW) Interactive Innovation Award
  • Building an Animation Pipeline for VR Stories
  • ACM SIGGRAPH 2017 Talks
  • Penrose Maestro
  • ACM SIGGRAPH 2017 Real Time Live!
  • US Patent - SYSTEM AND METHOD FOR SPATIAL AND IMMERSIVE COMPUTING
  • October 18, 2018. SYSTEM AND METHOD FOR SPATIAL AND IMMERSIVE COMPUTING. USPA 20180296916, filed Apr 14, 2017.Patent Pending.
  • Technical Skills

    Programming

    Python

    C++

    PS4 SDK

    Oculus SDK

    SteamVR SDK

    Qt(PyQt)

    OpenGL

    GLSL/HLSL

    Matlab

    Bash

    Objective C (iOS)

    MEL

    CUDA

    Java

    C#

    Javascript

    Node.js

    HTML/CSS

    VEX

    HScript

    Visual Effects

    3D Stereo

    Particles

    Fluids (Smoke/Pyro)

    Liquid

    Compositing

    Destruction

    Real Time VFX

    Development

    VR/AR Apps

    Interaction Design

    PS4 Applications

    Sony TRC

    iOS Apps

    Shaders

    Houdini OTLS

    Unreal Engine Plugins

    Graphics

    Houdini

    Nuke

    OpenVDB

    Maya

    Premiere

    Mantra

    InDesign

    Photoshop

    Illustrator

    AfterEffects

    Game Engines

    Unreal Engine 4

    Houdini Engine

    OGRE

    Unity 3D

    Gamebryo

    XR (VR/AR)

    Oculus Quest

    Oculus Rift + Touch

    Google Daydream

    SteamVR (Vive)

    PSVR

    ARKit