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 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.
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 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.
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 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 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).
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.
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.