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About Me.
I’m a Pipeline Technical Director with a passion for building tools and workflows that bridge creative and technical teams in VFX production. With a background in both computer science and physics, I love solving complex production challenges—from automating asset publishing pipelines to integrating AI assistants directly into artist workflows.
At MakeMake Entertainment, I developed crowd publishing tools for Golaem in Maya, automated a feather pipeline from Maya to Houdini with Ftrack integration, and created material, model, animation versioning functionalities. The tools and intergrations I have helped with have dramatically decreased the amount of manual labor artists typically go through.
I am fluent in Python, PySide, Web APIs, and have experience with asset tracking systems like Ftrack (similar to Shotgun), Deadline Monitor render farm integrations, and troubleshooting production-critical issues such as black frames, failed job submissions, and publishing bugs. Recently, I built an AI-powered Maya MCP assistant that enables artists to run commands, query data, and receive pipeline support directly within Maya.
I have consistently been growing my skills outside of work. I have expanded my skills through Unreal Engine shot production training at Gnomon, building real-time pipeline skills to complement traditional VFX workflows. On top of that, I have also increased my technical expertise by taking Machine Learning at Stanford University. From Supervised/Unsupervised Learning, Generative Algorithms to Deep Learning, these topics have only accelerated my AI exploration in the world of VFX.



















