Resume

 




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Resume

 

Expertise



In-Depth

C/C++

experience (9 years) including PlugIn development for

Maya

,

Nuke

and other software.
Expert in

Realtime Rendering

using

OpenGL

including

GLSL-Shaders

for 11 years.
Excellent knowledge in

Maya API

(8 years) and

Nuke NDK

(3 years).
Interface design in

Qt

(5 years),

MEL

(6 years) and

Nuke

(3 years).
In-Depth knowledge of most cg image formats, especially

OpenEXR

.
Shader writing for

MentalRay

(1 year),

Vray

(2 years) and

GLSL

(4 years).
Scripting in

Python

(6 years),

MEL

(6 years) and

PHP

(> 10 years).

Cross Platform

development for

Windows

,

MacOSX

(9 years),

Linux

(6 years) and

iOS

(4 years).
Experienced in

R&D

and strong at “

Problem Solving

”.
Great

Team Player

with excellent

Communication

skills, able to meet challenging

Deadlines

.
Experienced in

working closely

with Artists, Production and R&D,

fulfilling their needs

.
Operator experience in

Maya

(8 years),

Nuke

(4 years) and

Photoshop

(8 years).



Resume

 

Achivements



Developed a complex

pipeline

with

software bindings

(i.E. Nuke) used by

Scanline VFX

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

workflow

.
Successfully introduced other developers into a

self-developed PlugIn-API

for creating new UI Interfaces or modules in the pipeline tool mentioned above.
Created a

complex shader

for Vray allowing the artist to tweak and control all material parameters by curves. The shader also has the ability to integrate any other Vray shader into the final rendering result. As of now Scanline VFX is using this shader

almost exclusively

for any 3D object.
Developed a

PlugIn 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 rerender the scene.
Planned and developed a

crowd simulation

tool for Maya that was used in a high profile film production.
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 a

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
Oct. 2014
Sony Pictures Imageworks
Vancouver, Canada
Senior Software Engineer

Aug. 2013
- Sep. 2014
Topalsson
Munich, Germany
Senior Software Engineer

  • Development with realtime game Engines: Unreal Engine 4 and Unigine.
Nov. 2011
- Aug. 2013
Scanline VFX
Munich, Germany
Senior Software/Pipeline Engineer
Several feature and tv movies [NDA]

  • Developement 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]

  • Developement 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, 3ds Max, Photoshop, Nuke, Shake, After Effects

Coding Languages

C++, Python, Java, Delphi, C#, PHP, Obj-C, MEL, JavaScript

Software APIs

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

Technologies

OpenGL (incl. GLSL), OpenEXR, OpenAL, Qt, Cocoa/Touch

Languages

German (native language), English