Resume

.:Summary



7 Years Experience in:
  • Photorealistic and Stylistic Lighting and Shading
  • Dynamics and Fluid Simulation
  • Object and Camera Tracking
  • Procedural Modeling
  • Technical Compositing
  • Set Management
  • Technical Problem Solving

3 Years Experience in:
  • Maya Plug-in Development
  • Pipeline Design and Automation

5 Years Experience in:
  • Design and Setup Hardware and Network requirements for Windows based Render farms
  • Setup and Configure Windows Server including Active Directory, Group Policies, Disaster Recoveries, Backup.

.:Software knowledge



DCC:
  • Maya, Mental Ray, Realflow, Houdini, VRay
  • Fusion, Shake, AfterEffects, Mokey
  • Mudbox, Photoshop, Bodypaint 3D, Vue
  • Boujou, PFTrack, MatchMover, ImageModeler, Image Stitcher
  • Deadline, Shotgun
  • Premiere, Audition, Dreamweaver, AutoCAD, Quest3D
  • Windows Server, Linux Suse, MS Office
DEV:
  • C++, Boost, Maya API, MEL
  • OpenGL, OpenExr, OpenMP, QT
  • Fusion API, Realflow Scripting, HTML/XML
  • Visual Studio, Tortoise SVN, Visual SVN, DoxyGen, CMake

.:Education



  • B.A in Digital Arts and Media – Major in Animation, 2009, Middlesex university.
  • Diploma, Mathematics and Physics, 1998, Science College.
  • Procedural Effects with Houdini, 2009, TD College, TD-College.com.
  • Realflow Production Techniques, 2009, TD College, TD-College.com.

.:Experience



Lead TD / Programmer @ Anima
June 2011 – Present

Developing FLEX plug-in, an artist friendly feather system (placement, combing and dynamics) using API and MEL, Maya Pipeline programming including setting up Maya unified workflow across the studio, Implementing HDRI pipeline including efficient onset acquisition and manipulation, Shader assembly and look development, Photo-realistic lighting and match lighting, Shot finalizing and Rendering, Camera Tracking and match moving, Provides technical leadership and mentorship to the artists, Works with the artists to ensure that all assets and shots are delivered within their budgeted time while meeting the standards of the show, Analyzes shots to determine and enforce the appropriate technical setup and workflow.

TD / Programmer @ ClockworkVFX
November 2008 – June 2011

Developing FLUX plug-in, An approximate Image based lighting tool using Maya API, Developing plug-in using Maya API and MEL to visualize 2D information (DCM) in 3D, Digital Lighting and Shading (Outdoor, Indoor, Live Action), Setup Render Layers and Passes, Mental Ray and Maya Shader assembling, Fluid and Liquid simulation using nDynamics and Realflow, 3D Camera Tracking including complex camera Rigs and Handheld, Objects and Rigs Tracking, Facial Tracking and interpolation using Multiple Cameras, Dynamics simulation including Crushing, Breaking, Footprint, etc. Cloth simulation using nCloth, Optimizing Maya and Lightwave pipeline including writing scripts to automate exporting process, Maya Material Library Optimizer, etc., Layer Compositing and Effects, Design and Implementing Network infrastructure, Setting up file Storage and File Server, Design Central Processing System including Dispatcher and Monitoring.

Technical Artist @ The Chimneypot
August 2006 – October 2008

Responsible for Lighting (Outdoor, Indoor, Studio, Live Action), Setup Render Layers and Passes, Mental ray Shader Assembling and performance tuning, Shot Assembling and Optimization, Developing series of MEL apps to cut down memory usage and export time using stand-in and On demand rendering, Programming and Scripting including Developing series of Maya nodes to speed up procedural Animation and Character Rigging process, Technical Compositing & FX, Developing fusion plug-ins including simple GPU accelerated Color operator – 16/32bit range diagnostic node, Cloth and Dynamic Simulation including Soft and Rigid bodies, Particle effects, Realistic Modeling (Procedural / Image based / Traditional), Texture Mapping (Procedural / Photo manipulation), Developing Meta Locators with Maya API to Store & Share meta info with Maya Scenes, Camera Tracking, Design and Setup in-house Renderfarm including Network infrastructure / Storage / Dispatcher

Rendering TD @ Ahura Pictures
January 2006 – July 2006

Developing tools to cut down Rendering time including Automatic light map Generator, Developing Cubicle: MEL Application for controlling Large number of objects based on Multilayer texture solver, Complex Shading constructor based on MEL for assembling baked lights information, Mental ray Shader design and performance tuning, Light fine tuning and Optimization, Rendering, Compositing and Color correction, Real Time Authoring under Quest3D engine including Exporting / Asset Assembling / RT Shader

Generalist TD @ Shahed Cultural Institute
June 2005 – December 2005

Developing fast NURBS Texturing workflow with MEL based on MR Surface sampler, Developing Texture Manager including Automatic Texture Converter-Texture Resolution Switcher-Texture Validation, PSD Layer manager for Maya, Open water Simulation including wake and pond surface through Realflow and Maya Dynamics, Open Water Shading including procedural foam generator – Depth Cue – Glaze effects, Industrial High detail Modeling, Detail Texturing (color/spec/normal), Shading / Lighting (Outdoor) / Rendering, Detailed Pre-visualization, Layer Compositing and Effects

Real-time TA @ FATER Technology
December 2003 – June 2005

Developing Scene manager system including LOD Automatic Switcher – Semi Automatic Scene BSP, Developing Custom Asset Manager with MEL including Asset Version controlling – Asset Scanning, Developing MEL Applications to successful transfer physiques properties including Friction – Stickiness – Events – Occlusion – Pre Calculated Bounding Volume in XML to target 3D engine, Lighting and Pre-Lighting, Developing tools for Automatic light map generating, Reconstruct Tehran’s Ekbatan Complex in Real Scale, Model over 500 props and vehicles, Realistic texturing (color, spec, alpha, normal map), Vehicle Rigging (Ground detection – Suspension) , Traffic Simulation with Maya and MEL with support of Static and Dynamic Traffic–Path Generating & Finding–Collision Detection & Triggering-Variable speed-velocity controlling system