Borja Morales

reality3d@gmail.com / www.borjamorales.com

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Summary

Software Engineering Manager with 20+ years of experience building and advancing real-time and ray-traced renderers, feature-animation/VFX pipelines, and creator tools. Built and led teams to ship innovative, industry-shaping products, including Apple visionOS Personas and Arnold. Core strengths include:

  • Engineering Management with emphasis on creation tools.
  • Software Engineering (C++, Swift, Python, Javascript).
  • Graphics APIs (Metal, WebGL, WebGPU), modern rendering algorithms and neural rendering.
  • Artistic and technical proficiency with Digital Content Creation tools (3ds Max, Maya, Blender).
  • Technical support and training for customers and production teams.

Professional Activity

Apple

December 2021 - Present: Software Engineering Manager

Rendering Engineering Manager for visionOS Personas.

November 2017 - December 2021: Staff Software Engineer

Reality Composer and visionOS Personas.

Fabric Software

Fabric Software developed Fabric Engine, a digital content creation platform to build high-performance graphic applications for VFX, Games, VR and Visualization.

November 2016 - November 2017: Technical Product Manager

  • Worked on roadmap and release definition as product owner (nodegraph based GPU/CPU computation engine, rule based asset data processing, procedural animation, custom PBR renderer).
  • Provided support to customers on high profile projects.
  • Managed day-to-day engineering team.

July 2015 - November 2016: QA & Support Engineer

  • Extended development and testing processes to increase the testing coverage.
  • Established and scaled customer support (Zendesk), launched community forum and led cross-team escalation.
  • Partnered with the VP of Products to align release scope and priorities with product strategy, ensuring quality.

U-TAD (Digital Art and Technology University)

October 2012 - October 2017: Associate Professor

  • Designed and taught the Rendering course for the VFX master’s program; curriculum covered PBR, ray tracing, and look-dev workflows with Arnold.

Solid Angle

Solid Angle developed Arnold, an advanced production renderer for animation and visual effects, awarded with a Scientific and Engineering Academy award and an Engineering Emmy Award. It was acquired by Autodesk in 2016

July 2012 - June 2015: Software Engineering Manager

  • Managed day-to-day engineering of the Arnold integration teams (Softimage, Maya, Houdini, Cinema 4D).
  • Led the product documentation and customer technical support.

October 2009 - July 2012: Senior Software Engineer

  • Led the development of SItoA, the Softimage to Arnold integration plugin.
  • Led the development of MtoA, the Maya to Arnold integration plugin.
  • Consulted with customers on Arnold integration into their pipelines and custom shader writing.

SMT

August 2009 - September 2009: Consultant

The Tennis Channel customized its entire studio set to a Virtual Set for its daily coverage of the U.S. Open 2009, made with Brainstorm eStudio

  • Optimized assets, developed shaders and provided technical support to the real-time virtual set built in Maya.

Ilion Animation Studios

Ilion Animation Studios created state-of-the-art computer animated features, for worldwide theatrical release. Ilion was acquired by Skydance Media and rebranded to Skydance Animation in 2020.

November 2007 - June 2009: Lighting TD

Worked in Planet 51 film as a liaison between lighting/compositing artists and other dependent departments (R&D, FX, Final Layout)

  • Developed pipeline and workflow improvement tools, including a real-time relighting tool built on a custom deferred renderer.
  • Documented and tested the in-house ray tracer used in the film to fulfill the artistic and technical needs of the lighting department.
  • Managed day-to-day requests and support of the lighting team (~30 people).

Brainstorm Multimedia

Brainstorm develops a broadcast real-time graphics solution for virtual production, motion graphics, AR and entertainment.

February 2006 - November 2007: Software Engineer

  • Developed front-end features for eStudio: a Physical camera, a shading post-processing stack and viewport interaction controls.
  • Developed the Maya integration plugin (C++ API) and the maintenance and testing of the 3ds Max integration plugin.
  • End-to-end creation of photorealistic virtual sets for product demonstrations at fairs (modeling, texturing, lighting and GLSL shader programming).

CEIT

2005: Internship

I explored the capabilities of early AR APIs (ARToolKit) for my final degree project under a 3D real-time environment using the Ogre3D engine.

Dibulitoon (Feature film animation studio)

2002-2004: Freelance

I worked as scene modeler and render assistant in the following feature films:

  • 2004 Supertramps: Spanish Academy award nomination for Best Animated Feature Film in 2005.
  • 2003 Glup: Spanish Academy award nomination for Best Animated Feature Film in 2004.
  • 2002 Anjé: Spanish Academy award nomination for Best Animated Feature Film in 2003.

Education

1999-2006: MS in Computer Engineering at "Universidad del País Vasco", Spain. Intensification in Computer Graphics and Virtual Reality. Final degree project: "A practical approach to Augmented Reality" (Equivalent to Level 7 of the European Qualifications Framework (EQF)).

Languages

  • English: Professional fluency
  • Spanish: Native