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About Me.
I’m a Pipeline Technical Director with a passion for building tools and workflows that bridge creative and technical teams in VFX production. With a background in both computer science and physics, I thrive on solving complex production challenges—from automating asset publishing pipelines to integrating AI assistants directly into artist workflows.
At MakeMake Entertainment, I developed crowd publishing tools for Golaem in Maya, automated a feather pipeline from Maya to Houdini with Ftrack integration, and created cross-application publishing solutions to keep assets moving seamlessly through the pipeline. My work has reduced manual processes, minimized render errors, and improved artist efficiency across departments.
I’m skilled in Python, PySide, Web APIs, and have experience with asset tracking systems like Ftrack (similar to Shotgun), render farm integrations, and troubleshooting production-critical issues such as black frames, failed submissions, and publishing bugs. Recently, I built an AI-powered Maya MCP assistant that enables artists to run commands, query data, and receive pipeline support directly within Maya.
Currently, I’m expanding my expertise through Unreal Engine shot production training at Gnomon, building real-time pipeline skills to complement traditional VFX workflows. I bring a collaborative, solutions-focused approach to every project, working closely with artists, producers, and engineers to deliver tools that enhance productivity and creative freedom.