Graphics & Pipeline Software Engineer

I solve complex visual and computational problems using systems, code, and distributed processing to create efficient solutions for large-scale challenges.

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About Me

Shaun Graham

Shaun Graham

I'm a pipeline software engineer and former effects animator who builds practical tools and systems.

I have consistently used software engineering to advance visual computing—delivering faster renders, higher fidelity, and more efficient workflows—from building lighting, rendering, and FX pipelines at Pixar and DreamWorks, to architecting high-performance distributed systems, content creation pipelines, and productivity tools at Aechelon Technology.

These days I work mainly in Python, C++, and geospatial systems, but lately I've been diving deep into AI and LLMs.

While some may feel uncertain about the future of AI, I'm genuinely excited about the possibilities.

Technical Expertise

Python C++ Graphics Linux Docker Distributed Systems Qt OpenGL/GLSL JavaScript HTML/CSS GIS Git Perforce Visual Studio Houdini Maya Shaders Unreal Engine Problem Solving AI/LLMs OGC CDB

Experience

Feb 2015 - Present

Sr. Content Creation Tools Software Engineer - Aechelon Technology, San Francisco, CA

Build Python tools and GIS publishing UIs; designed distributed processing and a GIS pipeline to a proprietary runtime.

Feb 2008 - Jul 2014

Effects Animator - DreamWorks Animation, Redwood City, CA

FX on features incl. Rise of the Guardians, Megamind, Puss in Boots; built a studio-wide render-farm UI in Python/PyQt.

2009 - 2015 (est.)

Game Engine - Long-term Personal Project

From-scratch C++ engine (OpenGL, Bullet) targeting mobile/desktop with custom geometry, culling, and shader systems.

2004 - 2008

BYU Animation Program - Provo, UT

Roles included Research Assistant, Teacher's Assistant for Shader Programming, and Technical Director/Lead on student films: Pajama Gladiator, The Sheriff's a Chicken, Las Piñatas, and Der Ostwind. Built C++ plugins, render tools, custom render-farm, shaders (Slim/RSL/C++/TCL), geometry caching, and pipeline optimizations to improve throughput, reduce render times, and solve artifacts.

Summer/Fall 2006

Technical Director Intern - Pixar Animation Studios, Emeryville, CA

Updated Python/PyQt tools and developed surface shaders for Ratatouille.

Spring/Summer 2005

Technical Artist Intern - Electronic Arts, Redwood Shores, CA

Lighting workflows and MEL tools on Godfather: The Game.

Portfolio

The Armor of God

A full game, inspired by a LatterDayKids animated short for kids. My kids watched it so many times I wondered if I could make it real, and I did! Public release coming soon.

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Game Engine - Lighting Test

A lighting test for a custom game engine. Demonstrates the engine's ability to merge baked lighting with dynamically resizing interactive shadow maps.

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Falling Sack

An animation project created during my time at the BYU Animation Program. Showcases hand-drawn character animation and visual effects work.

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Effects Reel

A comprehensive visual effects reel showcasing my work in particle systems, simulations, and FX animation.

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Crowds Reel

A crowds reel demonstrating large scale character animation.

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Surfacing Reel

A surfacing and materials reel showcasing shader development, procedural textures, and material workflows.

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Technical Highlights

Projects demonstrating technical depth beyond visual work

Geospatial Data Processing Pipeline

Built a distributed processing system for handling large-scale geospatial datasets with multiprocessing capabilities, enabling efficient data transformation and analysis at scale.

Python GIS Distributed Systems Multiprocessing

Automated Documentation Generator

Built a Python-based tool that automatically generates and maintains documentation from geospatial data sources, streamlining knowledge sharing for teams working with complex datasets.

Python Documentation Tools Automation

GIS Pipeline Architecture

Designed and implemented a comprehensive GIS pipeline connecting data sources to a proprietary runtime environment, streamlining data workflows for production use.

C++ GIS Pipeline Design System Architecture

Custom Game Engine Development

Built a from-scratch C++ game engine with custom geometry systems, culling algorithms, and shader pipelines targeting both mobile and desktop platforms.

C++ OpenGL Game Engine Graphics Programming

Work Showcase

Contact Me

Email

Email

Location

Utah (Work from home)

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