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Life is magical. It's easier to observe when we're young, but our entire world is filled with impossible delights. When I was five, I knew that I would be a magician. Interesting characters, fascinating technologies, and mysteries abound!Life is full of wonder. We age. We begin to question the origin of magic. Craving knowledge, I sought to answer those questions by inventing my own worlds and characters. I knew in my heart I would eventually become a writer.Life evolves. Reality hits. Investigation and tinkering take priority over imagination. That's when I knew I would attend college to study computer science.Life is strange. Over the course of my career, I have become an investigator--cracking technological cases. I became a storyteller--weaving intricate narratives and crafting engaging experiences. Most importantly, though, I finally became a magician--tricking others into believing the impossible.Life is amusing. I could have written about my ability to develop software, build robust development pipelines suited for efficient throughput, and engage with my peers to develop immersive interactive content, but that wouldn't have been as interesting. I thrive on gathering technological knowledge and using it to create magical, narrative experiences for a modern age!Specialties:► Technical art (technical animation, game optimization, pipeline and automation, procedural cinematics, character rigging)► SideFX Houdini (Pipeline integration, procedural content generation, PDG)► Photogrammetry, 3D Gaussian Splatting, NeRF, radiance fields, reality capture, volumetric capture, performance capture► Software development (C#, Python, design patterns, test-driven development, SOLID, 3D math)► Unity 3D (UI, Mecanim, editor scripting, tool development, asset management)► Unreal Engine (Sequencer, motion matching, python API, editor extensions)► Autodesk Maya (MEL, Python, pipeline integration, plugin development)► Game design with an emphasis on innovative mechanics and emerging technologies (AR, VR, gesture controls, emergent gameplay)I developed Gaussian Splat Operators (GSOPs) for SideFX Houdini: https://github.com/david-rhodes/GSOPs, which won 3rd place in the H20 SIDEFX LABS Tech Art Challenge.
Eyeline Studios - Powered By Netflix
View- Website:
- eyelinestudios.com
- Employees:
- 185
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Senior Applied Innovation Technical DirectorEyeline Studios - Powered By NetflixVancouver, Bc, Ca -
Senior Technical DirectorPixomondo Mar 2024 - Aug 2024London, Uk, GbPXO creates industry-leading Virtual Production and Visual Effects for premium Film and Episodic content. With over 20 industry awards and nominations, PXO, a Sony Pictures Entertainment company, is a trusted partner for storytellers and showrunners worldwide. -
Senior Technical Artist - CinematicsHidden Path Entertainment Nov 2022 - Feb 2024Bellevue, Washington, Us● Procedural cinematics and animation R&D● Prototyped with Motion Matching technology to build dialogue-centric animation systems● UE Python tools development, especially for Unreal Sequencer -
LecturerBreda University Of Applied Sciences Sep 2021 - Aug 2022Breda, Noord-Brabant, NlSharing knowledge with and mentoring the next generation of game developers in a project-based learning environment. -
Vp Of TechnologyEpigraph Jan 2021 - Aug 2021Kansas City, Mo, UsEpigraph builds scalable, customizable, engaging customer experiences in 3D and augmented reality. Using the same data you give to your manufacturers, we create photorealistic imagery and 3D assets–all without ever touching your products. View an AR demo at https://viewinyourspace.com/piano_demo.Job duties include:- Content pipeline management- Crafting interactive web and augmented reality experiences- Content optimization and render management- Development of interactive 3D experiences for the web- Full stack web development -
Technical Director Of ArtUbisoft Winnipeg Dec 2019 - Jan 2021Winnipeg, Manitoba, CaBuilding the future for Ubisoft game developers. -
Principal Technical ArtistRemedy Entertainment Plc Jan 2018 - Nov 2019Espoo, Southern Finland, Fi● Crafting workflows and pipelines for level artists to enable rapid iteration ● Implementing a new, nondestructive content pipeline with SideFX Houdini software -
Software EngineerMapbox Nov 2016 - Nov 2017Washington, District Of Columbia, Us● Helped architect Mapbox Maps for Unity (C# Unity SDK) with a focus on GIS math libraries and a node-based customization interface● Oversaw SDK version releases and helped cultivate an opensource development community on GitHub● Spearheaded a mobile AR initiative with ARKit and ARCore to explore new ways of consuming map data for a rapidly growing industry● Gave conference presentations about developing games and building location-based AR experiences with Mapbox● Prototyped game ideas to demonstrate location-aware systems and data (GIS)● Interfaced with client developers to provide custom mapping solutions -
Software EngineerSphero Aug 2014 - Sep 2016Greenville, Texas, Us● Utilized gyroscope, accelerometer, and quaternion data to create gesture-based gameplay mechanics for Star Wars Force Band● Promoted possible gameplay experiences through augmented/virtual reality and geolocation prototypes● Architected a thread-independent FSM to control BB-8's personality using C# and test-driven development● Co-authored a module presentation system for Unity prefabs, built upon SOLID and dependency injection principles● Designed personality that brought to life BB-8 by Sphero, which TIME and Forbes consider "The Greatest Star Wars Toy Ever Made”● Collaborated with User Experience Designers, Artists, and QA Analysts to build compelling, fun, and intuitive experiences for the BB-8 application● Developed a Maya/Python-centric artist-driven robot animation tool, which directly resulted in a patent application● Utilized Xcode, Objective-C and Interface Builder to co-develop a content sharing platform for Ollie's users -
Freelance Game DeveloperIndependent Sep 2013 - Aug 2014Remedy Entertainment:● Co-developed a narrative-driven mobile game prototype with a focus on engaging character animations● Utilized C# to procedurally generate game levels● Implemented UI, touch interactions, and combat gameplay/animation mechanics● Constructed high-quality rigs and automated facial animation to push the boundaries of character technology on mobile devices● Researched cutting edge character technology for Remedy Entertainment’s Northlight Engine● Utilized Radial Basis Function to retarget facial animations with FACS shapes as input● Contributed to the development of a Python-based character rigging pipelineAustin Community College:● Collaborated with program directors to define course curriculum and learning objectives for a new certificate program
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Lead Character Technical DirectorRemedy Entertainment Mar 2012 - Aug 2013Espoo, Southern Finland, Fi● Lead a team of four Technical Artists to develop a cutting-edge character development pipeline for Quantum Break● Involved in project planning and scheduling of character technologies for Quantum Break● Assisted in performance capture technology scouting, planning, and supervising● Responsible for personnel matters, such as recruitment, personal reviews, and career development● Utilized 3D math to develop custom technology for applying performance capture data to facial animation rigs -
Character Technical DirectorRemedy Entertainment Jul 2011 - Mar 2012Espoo, Southern Finland, Fi● Implemented a new software (Maya) pipeline, with focus on Python tool development and cross-software support● Automated character rigging in Maya using Python and a multi-tiered, modular design pattern● Interfaced with character art, animation, and programming disciplines to create a new character development paradigm● Focused on high-end humanoid character rigging for Quantum Break, with strong emphasis placed on character deformation techniques and hyper-realistic organic facial animation -
Character Technical DirectorDisney Interactive Junction Point Studios Feb 2009 - Jun 2011● Responsible for constructing the flexible, animator-friendly, cartoon rigs used to bring classic Disney characters to life in Disney Epic Mickey 1 and 2● Co-developed a robust suite of MEL-based tools for our character rigging and animation pipeline with a strong emphasis on automation and efficient workflows● Technical coordination and scripting of in-game cinematic experiences● Implemented a scripted camera animation system in Gamebryo using the LUA programming language
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Character Technical DirectorLucasarts Nov 2007 - Dec 2008San Francisco, Ca, Us● Created a MEL-based asset maintenance and export tool for environment artists and level designers that was used as the foundation for an official design tool● Developed from scratch a volume-based skin enveloping technique● Integrated more than 20 characters in Star Wars: The Force Unleashed, most of which had procedural animation systems for run-time cloth simulation and mesh jiggle● Participated in recruitment and training of new employees -
Technical Animator - ContractRhythm And Hues Studios Jun 2007 - Nov 2007Los Angeles, Ca, Us● Simulated fur and skin harmonics for animals in the Oscar-winning film, The Golden Compass● Shot cleanup and cloth simulation for Alvin and the Chipmunks -
Technical AnimatorRaven Software Feb 2007 - Jun 2007Middleton, Wisconsin, Us● Designed the primary humanoid rig for Singularity● Developed a rig framework capable of handling motion capture data● Built a flash-based GUI and tool suite aimed at simplifying animation in Maya● Researched the practical use-cases and implementation details of FaceFX to meet the demand for a large quantity of engine-efficient facial animations● Assisted with motion capture stage setup, maintenance and motion data cleanup
David Rhodes Skills
David Rhodes Education Details
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Full Sail UniversityComputer Animation -
Clackamas Community CollegeGeneral Education -
Oregon State UniversityComputer Science
Frequently Asked Questions about David Rhodes
What company does David Rhodes work for?
David Rhodes works for Eyeline Studios - Powered By Netflix
What is David Rhodes's role at the current company?
David Rhodes's current role is Senior Applied Innovation Technical Director.
What is David Rhodes's email address?
David Rhodes's email address is da****@****ail.com
What is David Rhodes's direct phone number?
David Rhodes's direct phone number is +181672*****
What schools did David Rhodes attend?
David Rhodes attended Full Sail University, Clackamas Community College, Oregon State University.
What are some of David Rhodes's interests?
David Rhodes has interest in Animation, Game Development, Photography, Hiking, Fishing.
What skills is David Rhodes known for?
David Rhodes has skills like Maya, Game Development, Character Animation, Character Rigging, Video Games, Perforce, Rigging, Mel, Animation, Scripting, Python, Autodesk Motionbuilder.
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