
Pipeline TD at Framestore CFC
London, United Kingdom

Pipeline TD at Framestore CFC
London, United Kingdom
Nearly fourteen years of experience in the field of 3D computer graphics as a programmer and previously as a 3D artist; He has excellent troubleshooting abilities to solve problems that typically arise during a 3D production. The experience as end user allows him to communicate fluently with artists, understand what they need and to be understood by them as well, to realize the development of powerful tools. He is well known for the design of extremely intuitive and easy-to-use user interfaces.
- Pipeline Engineer
- 3D Tools Programmer
- User Interface Designer
(Privately Held; Motion Pictures and Film industry)
August 2007 — Present (2 years)
Design and implementation of the animation pipeline architecture at Framestore Animation. Managed a small team of TDs to help with the animation tools integration.
• "Where the Wild things are" - VFX
• "The Tale of Despereaux" - Animated Feature Film
Software: Autodesk Maya, in-house language, in house-tools, extended use of PyQT, Tweak RV
(Privately Held; 51-200 employees; Animation industry)
February 2005 — August 2007 (2 years 7 months)
Design and development of Blur's technical pipeline
R&D new techniques to solve problems that arise during the production of tv spots, game cinematics, VFX, etc
• "A Gentlemen's Duel"
• FOX BCS, FOX NHL
• Hellgate London
• Aeonflux
• Warhammer
• XMen Legends2
• The Protector
• Rise of Legends
• Company of Heroes
Software: Autodesk 3ds Max, SoftImage XSI, in-house Tools
(Privately Held; 51-200 employees; Computer Games industry)
April 2002 — February 2005 (2 years 11 months)
In-house production tools, character & scenery modelling, camera automatic management for cut-scenes, character and facial animation, texturing and lightning.
• Batman Begins - Electronic Arts
• Robots - Sierra Entertainment
• Predator: Concrete Jungle - Vivendi Universal Games
• Spyro: a Hero's Tail - Universal Interactive Inc
• Athens 2004 - Sony Computer Entertainment Inc
• Sphinx And The Cursed Mummy - THQ
• Buffy The Vampire Slayer: Chaos Bleeds - THQ
• Harry Potter and the Chamber of Secrets - Electronic Arts
Software: Autodesk 3ds Max, Alias Maya, in-house Tools
(Privately Held; 11-50 employees; Computer Software industry)
March 2000 — April 2002 (2 years 2 months)
• ReyesWorks: open source 3d platform (Animation module: Motion retargetting system development)
• CartoonReyes 2.0: 3D to 2D rendering (Design and development of the cartoon shader and different line styles of the render engine)
• DirtyReyes 1.6: weathering decay ware and tear shader (3DStudioMax plug-in integration)
• NPR1Reyes 1.0: Non-Photorealistic Rendering (Interface design)
• ClothReyes 3.2: cloth simulation software (Interface design and software quality control)
• JetaReyes 1.4: facial animation system (Software Quality control)
• MetaReyes 5.0: organic modelling system (Interface Design)
• SurfReyes 1.3: subdivision surfaces tool (Software Quality Control)
Software: Discreet 3ds Max
(Privately Held; 11-50 employees; Motion Pictures and Film industry)
March 1999 — October 2000 (1 year 8 months)
Development of different 3dsMax plug-ins and scripts to improve the workflow of the production,involving primarily scenery and character automation setup and lipsync animation tools.
• "The Mercenary" - Feature Film Project
• "La casa de los lios" - TV series
Software: Discreet 3ds Max
(Privately Held; 51-200 employees; Computer Software industry)
March 1997 — March 1999 (2 years 1 month)
Development of several MaxScripts for the render and production department.
Responsible for the software quality control, as well as documentation, scene examples and technical support.
• Reyes plug-ins family products
Software: Discreet 3ds Max
(Self-Employed; 1-10 employees; Media Production industry)
September 1994 — March 1999 (4 years 7 months)
( Freelance ) Creation of images and animations for promotional , educational videos and different Multimedia CDROMs for companies like Repsol, Glaxo Welcome, Zoo de la Casa de Campo, Santillana Editorial.
Software: Discreet 3ds Max
(Privately Held; 51-200 employees; Motion Pictures and Film industry)
September 1996 — March 1997 (7 months)
High detail polygon modeler and texture Artist
• REM 3D Models Bank
Software: Discreet 3ds Max
Science Math , 1998 — 2002
Alias PowerAnimator, 3D Animation and Modelling , 1996 — 1996
General Electronic Engineering , 1996 — 1996
Virtual Reality Design, World Construction Set , 1994 — 1994
Film, Computer Graphics, Interior Design, New Technology, Magic
ACM Siggraph, Mundos Digitales
• A Gentlemen's Duel : T-Home 3D Space award at Bitfilm festival 2007
• A Gentlemen's Duel : Best Shortfilm Award at Mundos Digitales 2007
• A Gentlemen's Duel : Award of distinction ARS Electronica 2007
• Hellgate: London 2006 & Warhammer Fantasy (2006 VES award nominations for Outstanding Pre-Rendered Visuals in a Video Game)
• Bioshock ( 2006 GameTrailers Awards - Trailer of the year )
• NPR1Reyes 1.0 (2003 Nominee for Technological Innovation Special Award on 1st Annual International 3D Awards)
• DirtyReyes 1.0 (1997 Computer Graphics World Innovation Award)
• MetaReyes 3.0 (1996 Computer Graphics World Innovation Award)
• ClothReyes 2.0 (1996 Computer Graphics World Innovation Award)