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.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.