Resume

 




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Resume

 

Expertise



In-depth

C/C++

experience (15 years) including plug-in development for

Maya

,

Katana

,

Nuke

and more.
Expert in

Realtime Rendering

using

OpenGL

,

Vulkan

and

Metal

since

OpenGL 1.2

.
Experienced in

GPU Acceleration

(e.g. OpenCL),

CPU Intrinsics

and

Multithreading

.
Excellent knowledge in

Maya API

(14 years) and many other APIs.
Great ability to design and build pretty and intuitive

User Interfaces

for a great

User Experience

.
In-depth knowledge of most commonly used

Image Formats

.
Shader writing for

MentalRay

(1 year),

Vray

(2 years) and

GLSL

(10 years).
Scripting in

Python

(12 years),

MEL

(6 years) and

PHP

(10 years).

Cross platform

development for

Windows

,

macOS

,

Linux

and

iOS

.
Experienced in

R&D

and strong at “

Problem Solving

”.
Great

Team Player

with excellent

communication

skills, able to meet challenging

deadlines

.
Excellent in

working closely

with artists,

understanding

their problems and

fulfilling their needs

.
Operator experience in

Maya

(16 years),

Nuke

(4 years) and

Photoshop

(10 years).
Strong in

web design

with

HTML5

,

Java Script

,

CSS

with a

WSGI

backend (>10 years).



Resume

 

Achievements



Received the

Sony Outstanding Engineer Award

, the highest form of individual recognition for

Sony Group

engineers, in 2020.
Developed

Sony Pictures Imageworks'

next-generation in-house

Hair and Fur Grooming

software

Fyber

. Used as

primary

grooming tool by many artists on all

live-action

and

animated

shows since 2020.
Developed

Sony Pictures Imageworks'

in-house software

Sprout

, a Maya plug-in for efficient creation, manipulation and rendering of

large scale environments

.
Presented

Sprout

at

Siggraph 2017

("Interactive Environment Creation with Sprout") and

Fyber

at

Siggraph 2021

("Hair Grooming with Imageworks' Fyber", also available on YouTube).
Developed a complex

pipeline

with

software bindings

(e.g. Nuke) used by

Scanline VFX

in all steps of production like I/O, Compositing, Simulation, Rendering, HR and Management - greatly improving their

workflows

.
Developed a

plug-in for Nuke

which allows compositors to completely

relight

a scene by adding and tweaking common lightsources known from 3D packages like Maya in post production without having to re-render the scene in 2008.
Created a short film using

Motion Capturing

- doing all the necessary production steps like directing the actress, editing and cleaning the data using “

Motion Analysis EVaRT

” and “

Autodesk Motion Builder

”.
Developed an around 2006

widely used

Script Suite for Maya including tools for Modeling, Rigging, Animation and Rendering known as the “

Koshigaya Script Suite

”.



Resume

 

Work Experience



Date Company Position / Projects
Since
Aug. 2019
Sony Pictures Imageworks
Vancouver, Canada
Principal Software Engineer

  • Developed Fyber (see "Achievements"), a standalone hair and fur grooming software with plug-ins for Maya, Katana and Houdini.
Oct. 2014
- Aug. 2019
Sony Pictures Imageworks
Vancouver, Canada
Senior Software Engineer

  • Developed Sprout (see "Achievements") and many other Maya plugins, e.g.:
  • Playblast with support for deformation motion blur.
  • Custom texture projection shader with support for shadowing.
  • Texture blending shader with a custom tool to efficiently paint vertex masks on very high resolution geometry.
  • and many more .. :)
Aug. 2013
- Sep. 2014
Topalsson
Munich, Germany
Senior Software Engineer

  • Development of a car-configurator in Unreal Engine 4 and Unigine.
Nov. 2011
- Aug. 2013
Scanline VFX
Munich, Germany
Senior Software/Pipeline Engineer
Several feature and tv movies [NDA]

  • Development and Maintenance on the new production pipeline.
  • Writing of Vray shaders and 3ds Max plugins.
  • Development of Nuke effect plugins.
Jun. 2011
- Nov. 2011
Dr. D Studios
Sydney, Australia
Motion Capture Pipeline TD
Happy Feet 2 [feature]

  • General pipeline development for animation and moedit.
  • Development of Tools for Shotgun and Tank.
May. 2009
- Jun. 2011
Scanline VFX
Munich, Germany
Senior Software/Pipeline Engineer
Several feature and tv movies [NDA]

  • Development of a new production pipeline, replacing the old one.
  • Writing of Vray shaders and 3ds Max plugins.
  • Development of Nuke effect plugins.
Feb. 2009
- Apr. 2009
Parasol Island GmbH
Düsseldorf, Germany
Software/Pipeline Engineer, Rigging TD
Audi R8 [commercial]

  • Development of a complex Car-Setup.
  • Developed and introduced an OpenEXR pipeline.
May. 2008
- Dec. 2008
PIXOMONDO IMAGES
Ludwigsburg, Germany
Software/Pipeline Engineer
Ninja Asassin [feature]
2012 [feature]

  • Development of the production pipeline.
  • Writing of 3ds Max plugins used for crowd caching.
Mar. 2008
- Apr. 2008
Cine plus vision GmbH
Ludwigsburg, Germany
Software/Pipeline Engineer, Effects TD
Prisoners of the Sun [feature]

  • Fluid simulations of smoke and dust.
  • Development of an OpenEXR pipeline.
Jan. 2007
- Feb. 2008
Elektrofilm
Stuttgart, Germany
Software/Pipeline Engineer, Effects TD
Armageddon - The longest night [tv]
Hafen der Hoffnung - Die letzte Fahrt der W. Gustloff [tv]
Lamborghini [commercial]

  • Fluid simulations for Fire, Smoke and Water.
  • Development of tools to shatter windows.
  • Development of a crowd tool for Maya.
  • Development of a pipeline for fast interaction between Maya and Fusion.
Sep. 2006
- Nov. 2006
Berliner Film Company
Berlin, Germany
Cloth TD / Effects TD
Happily N'Ever After [feature]

  • Cloth simulation for the main characters.
  • Fluid simulations for Smoke and Dust.



Resume

 

Education



Date School Graduation
Sep. 2003
- Sep. 2006
The German Film School
Berlin (Elstal), Germany
German diplom (equiv. to masters) as “Digital Artist”
Sep. 1999
- Aug. 2002
Max-Eyth Gymnasium
Kassel, Germany
Abitur (HSC)



Resume

 

Knowledge & Skills



Software

Maya, Katana, Photoshop, Nuke, 3ds Max, Shake, After Effects

Coding Languages

C++, Python, Java Script, Objective C, Java, Delphi, C#, PHP, MEL

Software APIs

Maya, Katana, Nuke, Shake, 3ds Max, Vray, MentalRay

Technologies

OpenGL, Vulkan, Metal, Qt, HTML5, OpenCL, OpenAL, OpenEXR, Cocoa/Touch

Languages

German (native), English (fluent)