Chris Hanlon Email and Phone Number
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Chris Hanlon is a Director of Technology @ Tippett Studio at Tippett Studio. He possess expertise in software engineering, software design, opengl, c++, agile methodologies and 17 more skills.
Tippett Studio
View- Website:
- tippett.com
- Employees:
- 143
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Director Of TechnologyTippett Studio Feb 2024 - PresentBerkeley, California, United States -
Senior R&D EngineerTippett Studio May 2017 - PresentBerkeley, California, United StatesCreate, build and maintain tools and plugins covering all aspects of the visual effect pipeline including match move, modeling, rigging, animation, effects, rendering, compositing, editorial and publishing. Provide technical support for Maya, ZBrush, Houdini, Katana, Nuke along with custom tools and publishing. Work with department supervisors to gather technical requirements and provide solutions that are either off the shelf or write custom tools as needed. Research new technology and integrate technology into studio’s visual effects pipeline. Proactively understand and perform technical roles across studio, including render wrangling, pipeline technical director, research and development, IT. -
Cg SupervisorTippett Studio Oct 2019 - Mar 2024Berkeley, California, United StatesI lead and direct the visual effects pipeline and workflows for film, tv and VR media. Ensure high quality standards and timely production deliveries from bidding to final delivery. This includes managing the software group's tasks and priorities. I am a pivotal technical expert in the company to bolster the studio's reputation for high quality visual effects and art.As part of the leadership team, I work with fellow supervisors to determine and advise on technical solutions and optimizing production processes.I gather software requirements from our artist and team members, as well as create tasks based on areas that I see need improvement in order to improve artist quality of life and efficiency. I also write Python scripts and C++ code for tools, plugins and prototyping.I'm versed in many software applications and component used in the VFX pipeline including Unreal, Maya, ZBrush, Houdini, Nuke, Katana, Renderman, Blender, USD, OpenColorIO, Substance, MaterialX and more. -
Sr. Solutions ArchitectSimplygon Nov 2016 - Jan 2017San Francisco Bay AreaProvided support, sales and integrations of Simplygon’s 3D data optimizing software for games and enterprise customers. Demonstrated Simplygon’s software to prospective clients. Discussed user requirements. Produced Hololens VR application using Unity3D’s Unity game engine.Microsoft acquired Simplygon shortly after employment and office was closed.
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Experience Engineer/Technical DirectorAutodesk, Inc Apr 2016 - Aug 2016San Francisco Bay AreaManaged project working with Radiohead production developing visual effects for the “A Moon Shaped Pool”tour. Hired artistic talent to help design and program visual effects. Wrote visual effects using depth sensors (Kinect) and Touchdesigner software to create a ‘Polygon Thom’ Facilitated communication with tour engineers to determine and plan visual, hardware and logistical requirements for tour. Designed and built a rack mounted media server that traveled with the tour and integrated seamlessly into the tour’s audio visual systems. Negotiated with 3rd party hardware vendors to purchase equipment.
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Principal EngineerAutodesk, Inc. Oct 2005 - Apr 2016San Francisco Bay AreaSenior developer in the Maya Modeling group. Developed on Windows, OSX & Linux operating systems,to implement features and maintain Maya. Facilitated across company teams to promote source code sharing & technology sharing within multiple applications. Worked closely with Pixar to adopt OpenSubdiv as Maya’s native subdivision solution. Added scalar/vector displacement rendering to Maya’s Viewport 2.0 via vertex shaders. Addressed customer stop ship issues by working with customers(Disney, Lucasfilm, etc...) to resolve pipeline issues with Maya. Integrated 3rdparty 3D text & vector graphics plugin into Maya. Worked with Mainframe to incorporate their 3D text plugin into Maya’s core infrastructure; including porting to Linux & Windows OS, discovering, fixing and assigning bugs. Addressed cross platform build issues within Maya & its build system. Lead developer on Mudbox, an Academy Award winning, cross platform, Qt & OpenGL sculpting program. Developed, designed and maintained Mudbox’s rendering architecture. Wrote material shaders used for lighting and post render effects. Ensured Mudbox rendered on Windows, Linux and Mac operating systems. Designed and implemented 3D curve sketching system that allowed sketching of 3D curves on 3D surfaces. Ported Mudbox to Linux and OSX. Setup build environments, shader compilers, resolving library dependencies across platforms. Implemented post render, screen space based effects. Example: nVidia’s screen space ambient occlusion, a non-photorealistic render filter to simulate charcoal drawing on rough toothed paper, normal map output, and others. Managed and coordinated localization of Mudbox. Added automated customer error reporting to debug & maintain quality control. Worked on graphic's API ‘OGS’, used to abstract low level GPU device driver APIs. Wrote 3D viewer prototype as proof of concept of OGS. OGS was adopted and is used successfully in Maya, 3DS Max, AutoCAD, Revit, Inventor and other applications across Autodesk. -
Senior Software EngineerUnigraphics Solutions Sep 1998 - Sep 2005Mill Valley, CaDesigned, implemented and coordinated development of VisConcept. VisConcept allowed users to create immersive 3D virtual reality presentations on Powerwall and Cave VR environments in stereo 3D. Integrated new acquisition into company by facilitating communication and providing training for developers. Worked with General Motors to provide a virtual reality 3D presentation software for use in General Motor’s design studios. Met with General Motor’s engineers to discuss requirements, feedback and progress of 3D presentation software. Developed retained mode rendering system to replace immediate mode rendering in Team Center visualization software. -
Software EngineerEngineering Animation, Inc. Dec 1995 - Sep 1998Ames, IowaDeveloped VisMockup, Engineering Animation’s large model visualization software for Windows and Unix platforms. Worked on site at Lockheed Martin managing pre-sales development of VisMockup in order to improve performance as well as integrate software into Lockheed Martin’s pipeline. Developed DirectModel, a scenegraph based API used to accelerate the rendering of large models. Part of a team developing in house modeling software, VisModel. VisModel was a low level modeling package used to generate, decimate, smooth and otherwise modify 3D models. Wrote 3D model file importers, both standalone and as a part of VisLab, EAI’s animation package -
Computer ProgrammerEngineering Animation, Inc. Dec 1994 - Dec 1995Ames, Iowa
Chris Hanlon Skills
Chris Hanlon Education Details
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Computer Science
Frequently Asked Questions about Chris Hanlon
What company does Chris Hanlon work for?
Chris Hanlon works for Tippett Studio
What is Chris Hanlon's role at the current company?
Chris Hanlon's current role is Director of Technology @ Tippett Studio.
What is Chris Hanlon's email address?
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What is Chris Hanlon's direct phone number?
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What schools did Chris Hanlon attend?
Chris Hanlon attended Iowa State University.
What skills is Chris Hanlon known for?
Chris Hanlon has skills like Software Engineering, Software Design, Opengl, C++, Agile Methodologies, Software Development, Stl, Object Oriented Design, Python, Distributed Systems, Scrum, Qt.
Who are Chris Hanlon's colleagues?
Chris Hanlon's colleagues are Jevy Villarmente, Mark Dubeau, Tina Clay, Tom Gibbons, Phil Tippett, Bondan Lukito, Brian Mendenhall.
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