Building production-ready tools for animation, procedural workflows, pipeline automation, and scalable creative software.
I am a CG Technical Director / Pipeline TD focused on building tools that help artists work faster, cleaner, and with fewer repetitive tasks.
My work combines computer graphics, software engineering, and production workflows. I build tools for Maya, Houdini, procedural systems, desktop applications, backend services, and artist-facing pipeline utilities.
Before focusing on CG pipeline development, I built production web and mobile applications using Django, Nuxt, Flutter, REST APIs, PostgreSQL, Docker, and cloud deployment workflows. That software background now informs how I design reliable, scalable, artist-friendly production tools.
Python / PySide / Maya / AI Pipeline
AI-powered quality control and asset validation tool for Autodesk Maya that bridges deterministic technical pipeline checks with multimodal AI visual review to enforce rigorous production and delivery standards.
C++ / Qt6 / Desktop Tools
High-performance desktop application built with C++ and Qt6, focused on fast interaction, clean UI architecture, and production-style workflows for monitoring render farm workloads.
Python / PySide / Maya / Arnold
Procedural daylight setup tool for Autodesk Maya that generates physically accurate Arnold lighting rigs using real-world time and geolocation data.
C++ / Rendering / Procedural Geometry
CPU-based Signed Distance Field raymarching engine exploring procedural geometry, mathematical rendering, and low-level graphics concepts.
- Pipeline engineering and workflow automation for 3D production.
- Maya and Houdini tools for artists, lighting, layout, and procedural workflows.
- Procedural geometry, rendering experiments, and USD-based pipelines.
- Desktop tools and APIs for creative tools.
