Experience
2015 — Now
2015 — Now
San Francisco Bay Area
2013 — 2015
San Francisco Bay Area
• Supervising a team of engineers responsible for the design, development and support of ILM’s pipeline infrastructure.
• Designing the next generation pipeline infrastructure to support ILM's geographically diverse studios, to enable efficient collaboration on projects, and improve pipeline resiliency under adverse conditions.
• Collaborating with IT, IS, R&D and CG Supervisors on improving artist and production workflows.
2008 — 2013
Vancouver, Canada
• Successfully transitioned the studio from an XSI pipeline to a Maya pipeline.
• Successfully completed the studio’s first theatrically released feature film, “Escape from Planet Earth”, using the new pipeline. Additionally, four direct-to-video films, five short films and three gaming cinematics have been delivered with the pipeline.
• Managed CG Supervisors and Pipeline Technical Directors, directing pipeline development and production problem solving & support.
• Developed tools for job submission, reporting and process execution software for the compute farm; wrote the core of the asset management system used throughout the pipeline.
• Oversaw the Creature Department TDs and the development of the rigging and simulation pipelines.
• Recruiting, mentorship & career development, performance management and resource planning.
• Worked with Directors, CG Supervisors and production to ensure that the creative vision of the productions could be met within the prescribed budget and timeline.
• Worked with producers and executive staff to create production budgets & schedules for bidding on new projects. Established initial technical & resource requirements, set expectations, while remaining flexible to the ebbs and flows of production.
• Worked with the executive team to develop a business plan, create budgets and schedules for the facility.
• Worked with IT to establish hardware and software requirements, purchasing recommendations, infrastructure improvements and problem solving.
• Worked with software and hardware vendors to ensure our support needs are met, defined product improvements, tested and validated new products.
2008 — 2008
2008 — 2008
Vancouver, Canada
• Worked with a co-CG Supervisor to define processes and to create the pipeline. Worked with other department supervisors to define their workflows, create tool specifications and to schedule and guide tool development.
• Supervised a team of Pipeline Technical Directors to guide the development of new software and enhance existing tools. Managed task priorities and balanced resources for the different departments.
• Worked with producers and director to overcome technical hurdles to realize the director’s vision within budget guidelines or to provide alternative ideas and solutions.
• Worked with the facility to manage shared resources, including render farm allocation and configuration.
2006 — 2008
Burnaby, BC
• Worked with department supervisors and artists to define their workflow and develop a pipeline from Layout through Animation, Lighting, FX and Compositing. Implemented tools and methodologies to support the pipeline and the integration with the Asset Management system.
• Developed a database driven Asset Management system for artists to version control their work, assemble and manage their shots and all digital assets. Created web based tools, standalone software written in C++ & Python and integrated tools within Maya using a combination of plug-ins and MEL.
• Developed tools for cataloguing story boards and tracking their use by editorial.
• Implemented a HDR floating point framebuffer for viewing interactive farm renders.
Education
Simon Fraser University