• Python
  • C++, C#
  • MELScript
  • Bash, CShell


  • PyQt
  • Qube
  • SVN, Git
  • Alembic, OpenEXR
  • MongoDB, PostgreSQL


  • Maya, Houdini
  • Mari, Nuke
  • RV, FFmpeg
  • MtoA, MayaMan
  • Mantra, RenderMan, Arnold


  • Significant experience creating tools & plug-ins for Maya, Houdini, Nuke, and Arnold.
  • Quick and independent adaptation to new applications and technologies.
  • Capable of producing robust object-oriented software in a variety of languages.
  • Expert level UI and UX design using PyQt, HTML/CSS, GLUT and XNA.
  • Commitment to the highest degree of quality in my work.
  • Excellent communication skills and team experience.
  • Passion for CGI using both offline and real-time technology.


Pipeline Architect for Reel FX Creative Studio
December 2009 Present
  • Designed and implemented core studio pipeline and API.
  • Integrated new software as production demands required.
  • Led and mentored development team. Made key pipeline implementation decisions.
  • Engineered a flexible development workflow that manages parallel code states to support simultaneous productions with unique requirements.
  • Integrated and administrated a MongoDB as well as a PostgreSQL database.
  • Implemented an ORM to standardize data models and provide easy data access for other developers.
  • Implemented a media submission process to format and track production media.
  • Planned and authored a development process - leveraging Buildbot - to provide automatic build, test, deploy and integration of software into the studio across multiple platforms.
  • Authored a cross platform API to submit jobs to the render farm.
  • Implemented a variety of artist tools across multiple productions.
  • Created a flexible system for defining configurations to control all aspects of the production pipeline including:
    • Code integration (roll forward/roll back/lock down)
    • 3rd party software versions
    • Farm usage
    • Cinematic settings (frame rates, camera, resolution)
    • File formats
Game and Pipeline Developer for Texas Engineering Experiment Station (TEES)
January 2009 December 2009 (1 year)
  • Utilized Maya, Photoshop, C# and XNA to create an educational FPS-style game.
  • Authored a custom game engine with 2D and 3D rendering. Features include:
    • Automatically generated GPU shaders
    • Light baking
    • Post processing effects (halation, outer glow, blur)
    • Simple physic engines using R-K integration
    • Ray hit test using KD-tree
Senior Graphic Designer for Net Perspective
January 2006 - January 2009 (3 years)
  • Created animations and web-based applications using Adobe Flash
  • Designed and developed websites using HTML, CSS, JavaScript, and PHP


Texas A&M University
  • 3 Years in M.S. Visualization Sciences, GPR 3.8.
  • BED Environmental Design, 2006. Graduated Summa Cum Laude.