Doug Macmillan Email and Phone Number
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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.
Zeromatter
View- Website:
- zeromatter.com
- Employees:
- 50
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ZeromatterMountain View, California, United States -
Senior Engineer, Platform SimulationReal System By Penumbra, Inc. Jan 2023 - Nov 2024Alameda, Ca, UsThe "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 EngineerReal System By Penumbra, Inc. Nov 2021 - Jan 2023Alameda, Ca, UsDuring 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 EngineerTippett Studio May 2012 - Nov 2021Berkeley, California, UsTool 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/DeveloperCalifornia Academy Of Sciences Aug 2011 - May 2012San Francisco, Ca, UsPyQt/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 SupervisorStereobox Llc Dec 2010 - Aug 2011Workflow, pipeline, infrastructure, communication, process. Command line tools, Python modules, PyQt and PyOpenGL toolmaking.
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F/X Technical DirectorIndustrial Light & Magic Feb 2011 - Apr 2011San Francisco, Ca, UsFluid simulation and lighting artist using in house proprietary software. -
Senior TdImagemovers Digital Apr 2008 - Dec 2010UsDesigned 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. -
Senior TdSony Imageworks Jan 2007 - Apr 2008Vancouver, Bc, CaLook development artist working in the Novato office. -
Lead TdThe Orphanage Jul 2006 - Dec 2006San Francisco, Ca, UsLook development for "The Last Mimzy" cocoon f/x and skin damage for "Grindhouse" -
Cg SupervisorTweak Films Feb 2006 - Jun 2006Previz in Maya for "Zodiac"; Animation in Maya for "Mimzy"; Crowd rendering in Tweak proprietary Python pipeline for "Invincible" -
Technical DirectorThe Orphanage Dec 2005 - Jan 2006San Francisco, Ca, UsMaya tree modeling, animation and IBL rendering; 3DS Max cityscapes; Houdini gun f/x; all for "Superman Returns" -
Freelance Cg ArtistCgdougm.Com Nov 2005 - Nov 2005Writing a python program that is used in screenplay visualization. Renovating my bathroom. Updating my reel.
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Creative Director And Director Of R&DElementfx Feb 2005 - Nov 2005UsCompositor on "The Darwin Awards"; helped design new company infrastructure, advertising. -
Associate Director Vf/X And AnimationAcademy Of Art University Aug 2004 - Dec 2004San Francisco, Ca, UsTaught four courses in Computer Graphics, Portfolio review; attended graduation student reviews; assisted in directing the department; wrote curriculum for Particles course. -
Cg SupervisorIlm Mar 1995 - Aug 2004CG 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".
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Cg SupervisorDome Productions 1990 - 1995Broadcast Designer for many of Canada's largest clients; Prisms and Houdini.
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Software DesignerSidefx Software 1994 - 1994Designing Houdini UI.
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Creative Director/Cg ArtistSide Effects 1987 - 1990Designed and animated many large Canadian broadcast pieces. Prisms. Was first employee for Side Effects which started at Alias. Wrote some Alias rendering code.
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Td/Animator/SupervisorOmnibus 1982 - 1987Manager 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 Skills
Doug Macmillan Education Details
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Carleton UniversityMath
Frequently Asked Questions about Doug Macmillan
What company does Doug Macmillan work for?
Doug Macmillan works for Zeromatter
What is Doug Macmillan's role at the current company?
Doug Macmillan's current role is Creative Technologist.
What is Doug Macmillan's email address?
Doug Macmillan's email address is co****@****ugm.com
What schools did Doug Macmillan attend?
Doug Macmillan attended Carleton University.
What skills is Doug Macmillan known for?
Doug Macmillan has skills like Maya, Visual Effects, Nuke, Animation, Computer Graphics, Film, Computer Animation, Look Development, Lighting, Feature Films, Mel, Compositing.
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