
Intro
Stemming from 8 years of experience as a technical artist within the film industry, I now strive as a developer in designing and building tools, workflows, and APIs, with a focus not only on user experience and simplicity, but also on maintainability.
Driven by a desire to push forward, I often question the status-quo, try to improve existing solutions, and thrive in innovative environments.
Accumulating a deep knowledge of multiple 3D applications and swapping roles both helped broadening my vision on how to approach problems and demonstrates my adaptibility despite the demanding nature of these roles.
I may have no academic background but, as a self-taught and avid learner, I love challenges and what I do not know I grasp quickly.
Skills
Software Dev
I aspire at always diving further into low-level territory and have a strong interest in graphics, simulation, compiler, and also performance programming, for all of which I'm yearning to grow my skills in.
Tools:
- C
- C++
- Python
- Git
- Linux
Character Rigging
I specialise in building puppet rigs for animators and do so by procedurally generating them through coding. Thanks to this approach, I have been able to efficiently deliver and maintain a multitude of complex rigs.
Tools:
- Maya
- Softimage
FX
Fascinated by nature and liking the idea of mixing both my technical and artistic sides, I enjoy toying around with the realms of proceduralism and CG generated effects.
Tools:
- Houdini
- Nuke
Photography
Casually shooting photographs, preferably with my Hasselblad 500 C/M and XPan film cameras. I’m also comfortable with digital cameras and post-processing.
Tools:
- Darktable
Experience
- present
Senior Software Engineer at NVIDIA
Wellington, New Zealand
Working on Warp, a framework that compiles Python code into high performance GPU compute kernels, and helping to integrate simulation systems within Omniverse.
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(9 months)
Senior FX Pipeline Developer at Unity
Wellington, New Zealand
Continuing the work done at Weta Digital, only while employed by Unity this time around.
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(2 years and 10 months)
FX Pipeline Developer at Weta Digital
Wellington, New Zealand
Determined to offer solutions focused on user experience while reducing technical debt, I successfully designed and implemented tools and workflows that are used by hundreds of artists across several departments with little to no support required after delivery.
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(5 years 10 months)
Senior Globe Trotter at ¯\_(ツ)_/¯
Around the World
I travelled through Europe, Latin America, and Asia. It has been a great opportunity for me to experience different cultures and focus on further developing my programming skills amongst others.
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(2 years 7 months)
Creature TD at Weta Digital
Wellington, New Zealand
After working closely with the animation team to outline the specs for a new bird rig, I implemented a modular rig builder to help me delivering all the bird assets (falcon, eagles, sparrows) and others such as the hedgehogs.
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(1 year 5 months)
Lead Character TD at Animal Logic
Sydney, Australia
I created a facial rig driven by deformers for two realistic, human-like, talking animals, built a biped rig for the needs of a crowd of orcs, and did some other rigging and tools development work.
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(3 months)
Character TD at Action Synthèse
Marseille, France
With the pipeline and assets mostly in place from our work on the previous season, I helped to update a few rigs and developed some extra tools.
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(4 months)
Character TD at Ellipsanime
Paris, France
The project containing all sort of quadruped animals, I was in charge of building a generic quadruped rig to be deployed by the rigging team.
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(2 years 9 months)
Character TD at Action Synthèse
Marseille, France
While I mostly focused on delivering props for the TV serie, I also created the body and facial rigs for main character and developed tools.