Senior Data Engineer & Render Tools Developer specializing in VFX and render farm pipelines
Santa Monica, CACreative Technologist7 years experienceSeniorMedia & EntertainmentFilm & AnimationVisual Effects (VFX)
ScreenedIdentity Verified
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About
Real-time simulation/physics engineer who optimized character effects and cloth for the "Infinity" game by implementing and profiling multiple ODE integrators, including pioneering the largely undocumented Parker-Sochacki method (optimized 5/7 sims; >30% speedup on a particle system). Also built SPH fluid solvers in Unity (C#) and created Grafana/Python Dash dashboards to analyze latency/throughput, with strong interest in applying math/physics and tooling to soccer/football gameplay.
Experience
Creative TechnologistFavorited
Data Engineer, Render Tools DeveloperMadison Square Garden-Sphere Studios
Pipeline Technical DirectorEncore VFX
Technical Director, Global TechnologyPixar
Houdini Generalist ContractorIntel
Project Hire Pipeline DeveloperWalt Disney Imagineering (WDI)
Research and Development InternDisney Interactive
Education
University of Bradfordmaster, Computer Animation and Visual Effects (2015)
James Madison Universitybachelor, Physics and Math (2013)
Key Strengths
End-to-end optimization of real-time character effects and cloth in a C++ 3D game codebase
Implemented and benchmarked multiple ODE integrators (RK4, Verlet, Semi-Implicit Euler, Parker-Sochacki) to balance speed vs visual quality
Pioneered/validated a novel Parker-Sochacki approach for animation/VFX; improved 5 of 7 simulations
Achieved >30% speedup on a particle system and improved stability on a camera filter via integrator selection/tuning
Rigorous validation methodology: profiling, energy tracking, collision response checks, and timestep-to-failure testing
Built monitoring/analytics dashboards (Grafana + Python Dash) for latency/throughput with statistical analysis
Iterative, user-feedback-driven tool development for artists
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