Christopher Crouzet

  • Software Engineer
  • Technical Artist

Download Résumé

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

  1. - 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.

  2. -

    (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.

  3. -

    (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.

  4. -

    (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.

  5. -

    (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.

  6. -

    (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.

  7. -

    (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.

  8. -

    (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.

  9. -

    (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.