About Me

I'm a highly motivated Pipeline and Tools programmer, proficient in both coding and traditional art. My main language of focus is Python, with Mel, and C++ closely behind. I'm a quick learner with a voracious appetite for knowledge. I am a goal oriented programmer who hits realistic delivery dates, and works well under pressure. I'm self motivated, have excellent communication skills, and can carry out complex projects individually or as part of a larger team.


Pipeline Lead - Alexx Henry Studios

Nov 2014 - Sep 2015

The sole developer in charge of turning the laborious manual photogrammetry workflow into an automated system.

Working with a small team where it is necessary to have a quick turn around from research to development, and finally implementing the product for the team to use.

Created code for Image manipulation, including, metadata queries, masking, feature detection, sorting, conversion, displaying, quality checking, and naming.

Oversaw every aspect of the production pipeline.

Sending data to and from various applications seamlessly in order to achieve a final 3D Asset.

Allowing drastic changes between projects to output for a specific vendors needs.

Technical Director - Third Floor Inc.

Feb 2013 - Nov 2014

Spearhead the delivery of the studios first fully finals project. Crucial changes were made on existing code for the delivery of finals animation.

Designed and implemented fixes under a strict deadline while simultaneously delivering shots to an outside vendor.

Managed a small team that was tasked with delivering shots to an outside studio

Found and demonstrated solutions for both The Third Floor, and the other vendor

Modified existing HLSL shaders to meet the demands of our artists and rendering tools

Repaired an array of issues with existing tools, including things such as; Batch image resizing, duplicate node name fix, and Character rig space switching.

Pipeline TD - Third Floor Inc.

Dec 2011 - Sep 2012

Created tools to automate redundant tasks and make the pipeline workflows more efficient.

Worked on several artist/show specific tools, but the primary focus was on optimizing the entire production pipeline.

Integrated Shotgun into facility Asset and Shot publishing system.

Creation of wx any pyQt User Interfaces, allowing artists to easily interact with production code.

Built a suite of tools allowing developers to dynamically switch between development and live code.

resizing, duplicate node name fix, and Character rig space switching.

Unity 5


Maya, Houdini, Photoshop, Nuke, AfterEffects, Visual Studios, Unreal Engine 4, Unity 5, SoftBody, FaceShift, WrapX, ShaderFX, Shotgun, MotionBuilder, ZBrush, 3dsMax, PhotoScan, SmartShooter, LightRoom

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Python 2.7 & 3, C++, MEL, Pymel, MySQL, HLSL, RSL, Zscript, Bash, HTML, CSS, Javascript. API: Agisoft, Shotgun, QUBE, Google Maps

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Savannah College of Art & Design

Jan 2009 - Jun 2011

BFA Visual Effects School of Digital Film and Media: Was trained by some of the best in the industry, for both Traditional Art and CGI. A strong understanding of art fundamentals was paramount, and taught throughout the curriculum. Meanwhile my background in Computer Science helped further my ability during my Visual Effects Studies.

Angelo State University

Aug 2006 - Dec 2008

Computer Science was my main area of focus in Angelo. While there I found more creative ways to use computers and coding languages. That is when the switch to a more artistic avenue was approached in order to get into Visual Effects. After building a portfolio the transfer was made to SCAD.

contact me

Address: 2727 Duke st 710

Phone: 8179804890

Email: ryan@vsfxryan.com

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contact me

Address: 2727 Duke st 710

Phone: 8179804890