Doug Macmillan Email & Phone Number
@zeromatter.com
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Who is Doug Macmillan? Overview
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Doug Macmillan is listed as Creative Technologist at Zeromatter, a with 50 employees, based in San Rafael, California, United States. AeroLeads shows a work email signal at zeromatter.com and a matched LinkedIn profile for Doug Macmillan.
Doug Macmillan previously worked as Senior Engineer, Platform Simulation at Real System By Penumbra, Inc. and Developer Support Engineer at Real System By Penumbra, Inc.. Doug Macmillan holds Bsc (Incomplete), Math from Carleton University.
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About Doug Macmillan
I have been fortunate enough to have worked in many roles and enjoy them all immensely. I think that my most important skill is to apply these varied experiences to very challenging projects that require effective cross-functional collaboration. I feel most rewarded when I can help others become more aware of their potential -- this applies to the act of producing a tool that those people will use to enhance their contribution and feel more connected to the group's success.
Listed skills include Maya, Visual Effects, Nuke, Animation, and 21 others.
Doug Macmillan's current company
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Doug Macmillan work experience
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Senior Engineer, Platform Simulation
The "simulation" group involved testing the accuracy of the REAL System's sensors and solvers. A larger complicated python-websocket system was designed before I joined the group, and we decided to shelve that work in favor of a simpler approach where the testing was housed within the C++ codebase of the new backend services.This was a very large repo that used ImGUI and OpenGL running on Windows. The Sim Group (two of us) would add extra interfaces to allow pipelines of testing to be performed. This approach allowed leveraging all the visualization components within the context of the other developer's ongoing work. This was risky but allowed establishing a level of understanding necessary by many folks with different agendas.The simulation pipeline used ground truth FBX, CSV and various other as-needed configuration files and displayed a combination of extra measurement widgets and graphs to show the results of the testing.Prior to the simulation group, I was working on the actual clinical interface to the REAL product, which was a webapp that ran on the providers' tablet. I worked on a few of the visualizations and charts, as well as redesigning one of the body diagrams.
Developer Support Engineer
During my first year I was designing and implementing a third-party developer portal. This project was awarded to me based on my extensive experience in the VFX field where coordination of multiple vendors is typically handled by a product like AutoDesk Shotgrid (previously "Shotgun.") The REAL Dev Portal focused on documentation and a basic vendor assignments and contacts, using a headless CMS service. The project was spurred on by a rapidly expanding plan to involve third-party game developers, but as plans dissipated so did the project shortly after we had a working PoC.
Senior Pipeline Software Engineer
Tool development for publishing, asset management for Maya, RV, Nuke and Katana via Shotgun; standalone PyQt and command line interfaces, python modules; training, documentation. Rebuilt legacy element library via Shotgun with additional components. Shotgun Evangelist, and primary support engineer, ported local host to Docker-based version.
Science Visualization Artist/Developer
PyQt/PyOpenGL software design and development for morphing earth tectonics; photoshop concept art; Python pipeline development; marketing and exhibit high res images; Houdini evangelism, dynamic fracturing, dust cloud F/X, realtime shot previz, rendering and dome-centric OTL development.
Cg Supervisor
Workflow, pipeline, infrastructure, communication, process. Command line tools, Python modules, PyQt and PyOpenGL toolmaking.
F/X Technical Director
Fluid simulation and lighting artist using in house proprietary software.
Senior Td
Designed and developed the Lookdev core toolset. What started out as a few quicky Mel scripts to help me and other artists find textures emerged into dozens of command line tools, python modules, database ops and Qt apps, including PyOpenGL viewers and GLSL shading helpers. It's been a real fun place... and I did most of this while doing lookdev work too, nothing complicated, but a few projects involving managing large quantities of assets. Completed work at IMD after transferring to the F/X department and developed electrical spark and arcing tools in Houdini for a handful of shots I handled.
Lead Td
Look development for "The Last Mimzy" cocoon f/x and skin damage for "Grindhouse"
Cg Supervisor
Previz in Maya for "Zodiac"; Animation in Maya for "Mimzy"; Crowd rendering in Tweak proprietary Python pipeline for "Invincible"
Technical Director
Maya tree modeling, animation and IBL rendering; 3DS Max cityscapes; Houdini gun f/x; all for "Superman Returns"
Freelance Cg Artist
Writing a python program that is used in screenplay visualization. Renovating my bathroom. Updating my reel.
Creative Director And Director Of R&D
Compositor on "The Darwin Awards"; helped design new company infrastructure, advertising.
Associate Director Vf/X And Animation
Taught four courses in Computer Graphics, Portfolio review; attended graduation student reviews; assisted in directing the department; wrote curriculum for Particles course.
Cg Supervisor
CG Supervisor for "Deep Blue Sea" (underwater look development); CG Supervisor various Clio commercials. FX Unit Supervisor for "Frankenstein". VFX Supervisor for "Bounty Hunter" game cinematics; FX TD on "Perfect Storm", "Mission to Mars", "Planet of the Apes".
Cg Supervisor
Broadcast Designer for many of Canada's largest clients; Prisms and Houdini.
Software Designer
Designing Houdini UI.
Creative Director/Cg Artist
Designed and animated many large Canadian broadcast pieces. Prisms. Was first employee for Side Effects which started at Alias. Wrote some Alias rendering code.
Td/Animator/Supervisor
Manager of Software (5 programmers) in the LA satellite office. Designed and programmed some of Prisms (including the first tool.) Programmed and performed a realtime on-set SGI display in GL.
Doug Macmillan education
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Carleton University
Frequently asked questions about Doug Macmillan
Quick answers generated from the profile data available on this page.
What company does Doug Macmillan work for?
Doug Macmillan works for Zeromatter.
What is Doug Macmillan's role at Zeromatter?
Doug Macmillan is listed as Creative Technologist at Zeromatter.
What is Doug Macmillan's email address?
AeroLeads has found 1 work email signal at @zeromatter.com for Doug Macmillan at Zeromatter.
Where is Doug Macmillan based?
Doug Macmillan is based in San Rafael, California, United States while working with Zeromatter.
What companies has Doug Macmillan worked for?
Doug Macmillan has worked for Zeromatter, Real System By Penumbra, Inc., Tippett Studio, California Academy Of Sciences, and Stereobox Llc.
How can I contact Doug Macmillan?
You can use AeroLeads to view verified contact signals for Doug Macmillan at Zeromatter, including work email, phone, and LinkedIn data when available.
What schools did Doug Macmillan attend?
Doug Macmillan holds Bsc (Incomplete), Math from Carleton University.
What skills is Doug Macmillan known for?
Doug Macmillan is listed with skills including Maya, Visual Effects, Nuke, Animation, Computer Graphics, Film, Computer Animation, and Look Development.
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