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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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.
Build Python tools and GIS publishing UIs; designed distributed processing and a GIS pipeline to a proprietary runtime.
FX on features incl. Rise of the Guardians, Megamind, Puss in Boots; built a studio-wide render-farm UI in Python/PyQt.
From-scratch C++ engine (OpenGL, Bullet) targeting mobile/desktop with custom geometry, culling, and shader systems.
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.
Updated Python/PyQt tools and developed surface shaders for Ratatouille.
Lighting workflows and MEL tools on Godfather: The Game.
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.
Watch VideoA lighting test for a custom game engine. Demonstrates the engine's ability to merge baked lighting with dynamically resizing interactive shadow maps.
Watch VideoAn animation project created during my time at the BYU Animation Program. Showcases hand-drawn character animation and visual effects work.
Watch VideoA comprehensive visual effects reel showcasing my work in particle systems, simulations, and FX animation.
Watch VideoA surfacing and materials reel showcasing shader development, procedural textures, and material workflows.
Watch VideoProjects demonstrating technical depth beyond visual work
Built a distributed processing system for handling large-scale geospatial datasets with multiprocessing capabilities, enabling efficient data transformation and analysis at scale.
Built a Python-based tool that automatically generates and maintains documentation from geospatial data sources, streamlining knowledge sharing for teams working with complex datasets.
Designed and implemented a comprehensive GIS pipeline connecting data sources to a proprietary runtime environment, streamlining data workflows for production use.
Built a from-scratch C++ game engine with custom geometry systems, culling algorithms, and shader pipelines targeting both mobile and desktop platforms.