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Making CG workflow a little faster with
scripts
and tools in
unreal engine.

This is me

I'm a Software engineer working in VFX, I work closely with the pipeline team and the artist to create tools and scripts to aid and to enhance the content. I love making shaders and building art myself and believe in a hands on approach when it comes to pipeline development.

Projects:

The Matrix 4 (2021)

Venom: Let There Be Carnage (2021)

No Time To Die (2021)

Infinite (2021)

Zack Snyder Justice League (2021)

Men in Black 4 (2019)

NHL App | Closer  (2022)

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DNEG

Working as a pipeline ATD, I helped solve issues and developed scripts for daily workflow on a show-to-show basis. At DNEG I learned what it takes to be on a team that can work efficiently and delivers movies at the highest caliber.

In the last year at DNEG, I was the acting lead for the support team for the Mumbai branch and also trained the new recruits to the pipeline team.

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The Mill

I joined the Mill to concentrate on the unreal and make interactive experiences. I serve as a tool developer cum technical artist involved in lighting shots for cinematics, building blueprints, building python tools for the team, and asset handling for unreal.

Qube Cinemas

At Qube Cinemas, I work as a pipeline technical director and tool developer working on the virtual production and VAD team while also setting up workflows for tool deployment and release management.

Atomic Arts

Directed the development of motion capture and previsualization  pipelines for virtual production teams.

Quidich Innovation Lab

Spearheading the real-time 3D visualization pipeline for "HyperView" using Unreal Engine to deliver cutting-edge broadcast graphics and immersive sports tracking data.

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Companies &
Proficiencies  

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