# Angela Li > Pipeline engineer in graphics and media, product-focused and user-driven Location: San Francisco Bay Area, United States Profile: https://flows.cv/angelali1 I’m a pipeline engineer in graphics and media focused on user-driven, scalable tools. I value thoughtful collaboration and clear systems, and strive to create environments where teams can do their best work. ## Work Experience ### Software Engineer @ Zeromatter Jan 2025 – Present | Mountain View, California, United States ### Software Engineer @ Mindshow Jan 2024 – Jan 2024 Pipeline development with a software lean, while Mindshow prepares to offer their in-house product to outside businesses / clients. • Created a microservice to convert FBX files to Mindshow assets using AWS Lambdas, SQS, EC2s, S3, and Python • Reduced time of building Maya shots from mocap data by only baking down animation keys for shot frame ranges, decreasing build time by best case 75% (20 min to 5 min) • Worked with the UI/UX and Unity teams to build the front-end of a registration tool using PyQt, CSS, Figma, and REST API that takes field inputs, grabs the machine's MAC address, and registers the machine to the database ### Pipeline TD @ Mindshow Jan 2023 – Jan 2024 Pipeline development for a VR-based startup, with a focus on hybrid (on-prem + cloud) render farm setup using ASWF's OpenCue. • Designed and implemented a wrapper around OpenCue, an open-source render management tool, using Python, Docker, subprocesses, and OpenCue API to make farm job submissions easier to launch from our existing pipeline • Worked with DevOps and IT to set up a hybrid on-premise and on-cloud render farm using OpenCue, and AWS EC2s to dynamically scale up render nodes, saving costs and allowing bursting to cloud during peak render times • Converted manual processes in Maya, such as renders, playblasts, and sequence builds, into farm jobs using Python and OpenCue to decrease artist and production down time, saving them around 3 hours a week • Automated Aspera package ingestion using Aspera Faspex, Watchdog, and ShotGrid Event Daemon plugins to bypass manually downloading vendor submissions from Aspera Connect, saving Production around 1.5 hours a week ### Software Developer, Motion Picture Labs @ The Walt Disney Studios Jan 2022 – Jan 2023 | Burbank, California, United States Web application and architecture development for client-side production of movies and television for studios under Disney banner, such as Marvel Studios, Disney Motion Picture Productions, and Searchlight Pictures • Updated file transfer monitoring web application using Python, Django, HTML, CSS, and Javascript to onboard Finishing team, expanding app's user base by 20% and improving visibility • Created in-house Jira Python API and incorporated a microservice framework using Celery, RabbitMQ, dead letter exchanges for better error handling when Jira server goes down, decreasing bug reports and debugging time by 50% • Built Docker container and image to spin up Deadline servers using Docker, Git CI/CD, and pipenv in order to quickly spin up and shut down local test instances, speeding up testing feedback loop by 100% • Collaborated with group of 5 engineers to prototype auto-deployment workflow for Deadline farm workers using Ansible Playbook, Docker, Git CI/CD, and Linux VMs so 40 render nodes could be batch updated and configured ### Pipeline Technical Director I @ Industrial Light & Magic Jan 2020 – Jan 2022 | Sydney, Australia Pipeline setup, tool development, and support for ILM's Sydney studio • Updated custom import and export nodes in Houdini using Houdini nodes, Python, and VEX to properly read and write custom Crowd objects from and to Alembic cache files, allowing Generalists to use Houdini for Crowd work on Dungeons & Dragons: Honor Among Thieves • Crewed as sole Pipeline TD in StageCraft Brain Bar for on-set filming of Thor: Love & Thunder, creating tools, troubleshooting, and serving as backup operator to ensure technoloy runs smoothly during shoots Credits: • The Mandalorian, Season 2 (2020) • Thor: Love and Thunder (2022) • Dungeons & Dragons: Honor Among Thieves (2023) ### Associate Pipeline Technical Director @ Industrial Light & Magic Jan 2018 – Jan 2020 | San Francisco Bay Area Tool development and maintenance for large visual effect post-production pipeline that supports 6 global studios • Rebuilt farm submitter tool that launched de-aging render jobs for The Irishman by bundling code into ILM’s in-house DCC and modifying the PyQt UI to improve robustness and decrease error percentages by 20% • Developed turntable workflow for quality checking assets used on ILM’s motion capture stage, utilizing ILM’s in-house DCC and post processes, allowing TDs to catch model/rig errors before reaching downstream steps Credits: • Avengers: Endgame (2019) • The Irishman (2019) • The Mandalorian (2019) • Rise of Skywalker (2019) ### Pipeline TD @ House of Moves Jan 2015 – Jan 2017 | Greater Los Angeles Area Tool development and maintenance for motion-capture animation studio with long history in film and games • Developed centralized capture tool using PyQt and QThreads to record and save motion capture takes for recording devices on set, including Vicon Blade and Blackmagic HyperDeck, reducing manual work by 20% • Automated MotionBuilder scene preparation with mocap animation and reference videos using ShotGrid Action Menu Items, Python, MotionBuilder, and FFmpeg, reducing workload by 4 hours per select/shot • Created custom build of Unreal Engine to expose settings when importing FBX files using C++ to fix mesh and lighting issues during batch imports, freeing up artist time by 10% • Built Maya C++ plugin to match joint-driven meshes to their corresponding blendshapes using Maya's C++ API to easily switch between blendshapes and joints systems when setting up facial rigs and saving 8 hours of work Credits: • Resident Evil 7: Biohazard (2017) ### Software Engineer Intern @ Glidewell Dental Lab Jan 2015 – Jan 2015 | Irvine, CA Summer internship with industry-leading provider of high-quality dental lab products and services nationwide • Built a web-based node graph visualization prototype for Glidewell’s production workflows using AngularJS, D3.js, NancyFx, and Neo4j • Wrote C# scripts to translate MySQL database entries to PostgreSQL database entries • Utilized Docker containers to quickly create and delete test instances of Neo4j graph databases ### Software Engineer Intern @ Blue Panda Labs Jan 2015 – Jan 2015 | Orange County, California Area Utilized the MEAN stack to define, develop, and test HTTP methods for RESTful API calls from the mobile development team ### Ruby on Rails Full-Stack Jr. Web Developer @ School of Devs Jan 2014 – Jan 2014 | Irvine, CA Completed immersive 10-week web development bootcamp to become a Jr. Full-Stack Web Developer • Spent 400+ hours over the course of 10 weeks receiving instruction and mentorship from industry experts, learning best practices in programming and industry standards, and building 4 full-stack websites ### 2D Artist @ Thunderfish Entertainment Jan 2011 – Jan 2012 | Irvine Collaborated with a group of 15 programmers, designers, and artists to create a 2.5D game called "Mage Cage" in the span of 6 months • Created textures for 3D models; mainly dealt with environmental models • Conceptualized and illustrated the user interface for the game • Utilized Photoshop for 2D illustrations and Autodesk Maya for 3D models ### Interim Bookkeeper @ Western Ballet Jan 2009 – Jan 2011 | Mountain View, CA Recorded 150+ customers’ attendance for 30+ ballet classes using Quickbooks by creating invoices, receiving payments, filing weekly summaries, and resolving account balance issues • Organized and implemented customer balance sheets in order to increase customer trust • Responded and resolved customer concerns regarding event dates and account balances ## Education ### Bachelor of Science (BS) in Computer Science UC Irvine ### High School Henry M. Gunn High School ## Contact & Social - LinkedIn: https://linkedin.com/in/angelali92 --- Source: https://flows.cv/angelali1 JSON Resume: https://flows.cv/angelali1/resume.json Last updated: 2026-04-10