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Dan Schneider Email & Phone Number

Making the Good CGs Better... and can be for you. at NVIDIA
Location: United States, United States, United States 14 work roles 2 schools
1 work email found @dansportfolio.com 4 phones found area 716, 912, 631, and 201 LinkedIn matched
✓ Verified Jun 2026 4 data sources Profile completeness 100%

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Work email d****@dansportfolio.com
Direct phone (716) ***-****
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Current company
Role
Making the Good CGs Better... and can be for you.
Location
United States, United States, United States

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Dan Schneider is listed as Making the Good CGs Better... and can be for you. at NVIDIA, based in United States, United States, United States. AeroLeads shows a work email signal at dansportfolio.com, phone signal with area code 716, 912, 631, 201, and a matched LinkedIn profile for Dan Schneider.

Dan Schneider previously worked as Technical Evangelist at Nvidia and Founder/Developer at Simulacra Software. Dan Schneider holds Master Of Fine Arts In Visual Effects & Master Of Arts, Animation from Savannah College Of Art And Design.

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{first}@dansportfolio.com
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About Dan Schneider

● MFA Visual Effects and MA Animation● Oversaw VFX Houdini to Unreal pipeline for first large scale VR crowd Time Magazines MLK “The March” LBE● 3+ years as Pipeline Supervisor Digital Domain [Production Domains: Commercials/Episodics][Pipeline Domain: Houdini/Crowds]● Sen FX TD Method Studios [Dr Strange] [Okja]● Sen TD Rising Sun Pictures [Gods of Egypt] [Game of Thrones se6] [X-Men: Apocalypse]● MoCap/MoEdit Pipeline Technical Director Weta Digital [Hobbit3:Bo5A] [BFG], Wellington● Senior Pipeline Technical Director at Newbreed VFX [Site 146] [Horns]● 1+ years as Final Layout Output TD at DrD (Happy Feet 2)● 2 years as a Senior Technical Director 3D R&D at Charlex● Author and maintainer of www.eyevex.com “Building Houdini Tools and scripts” TD Blog● Senior experience in development of production tools, scripts, and general pipeline● Expert Houdini knowledge spanning 19 years, including scripting, asset building, and HDK● Extensive knowledge of Crowds applications, pipelines, toolset development, and production issues.● Extensive knowledge of rendering including shader writing● MFA thesis hand coded in VEX to make basic neural operators for brain building; topic crowd sim related● Attendee of SIGGRAPH 15+ annual conferences. SIGGRAPH Pioneer MemberSpecialties: Larger List Available in pdf on dansresume.comProficient in:● Python (Houdini/HOM, Maya, scipy, numpy, Tensorflow, Keras, pySide, Katana, Tank, Cortex,),MEL, RIB, RSL, VEX, HScript, C/C++ (Houdini Dev Kit), Houdini Expression Language, PERL, BASH, TCSH, various Massive ASCII file formats, asf/amc ASCII files, ActionScript, Rez● Houdini FX; Massive; Maya; Pixar’s Renderman/ProServer; Mental Ray/MTOMR/StandAlone; Rush; SVN; git/gitlab; Jupypter lab/notebook; Adobe After Effects, Premiere, Photoshop, Illustrator, Animate(Flash); GIMP; Cutter, Kate, Kdevelop, Eclipse; Inkscape; PainterAdditional Experience:● USD, Numbra, Pandas, OpenCl Katana Node API's, PHP, C++, Mental Ray SDK, metaSL, TK/TCL, MYSQL, Javascript, Blender API, HTML, XML, YAML, Json, VBS (Wsscript), shotgun api, Shake script, Cmake ● Unreal Engine (UE4); Virtual Reality; Foundry Nuke, Katana, Mari; Vray; Redshift; Autodesk RV, Mudbox; Nuance, Zbrush; Vicon IQ; Natural Motion Euphoria; Condor; Discreet Flint (effect); Renderman for Maya; Arnold for Houdini, Motion Builder; Blender; Visual Studio; Shake, HDRShop; Pro Tools, Flipbook, Wavelab; Indesign; Ableton; Substance Designer, Alchemist; Docker; Trac; JIRA; Google Cloud Platform (GCP), Amazon Web Services (AWS)

Listed skills include Maya, Mel, Houdini, Visual Effects, and 44 others.

Current workplace

Dan Schneider's current company

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NVIDIA
Nvidia
Making the Good CGs Better... and can be for you.
Santa Clara, CA
Website
AeroLeads page
14 roles

Dan Schneider work experience

A career timeline built from the work history available for this profile.

Technical Evangelist

Current

Santa Clara, CA, US

May 2022 - Present

Founder/Developer

Current
Simulacra Software
  • Independent Research and Development of in computer graphics and applications
Mar 2012 - Present

Senior Rigging Technical Director Marcom

Cupertino, California, US

Nov 2021 - Apr 2022

Pipeline Supervisor/Technical Lead [Crowd Tech]

Los Angeles, CA, US

  • Designed Houdini Crowd Pipeline: Data flow within crowds and between departments. Integration with existing department workflows and asset types including Animation, Rigging, FX and MoCap. Evaluation of previous show.
  • Created and Supervised Creation of Extensive Python modules and HDAs: Including agent assembly, motion editing, importing, lookdev, rigging, proxies, level of detail management, output, transition management, utilities.
  • Held interdepartmental Cross-Site Crowd Technology Meetings: Across crowds, animation, mocap, rigging, lighting and fx pipeline and technology to solve and coordinate crowd asset and pipeline technology needs.
  • Organized and Ran: Regular meetings between production, developers and crowd artists to guide and coordinate development through artist feedback, production needs. and scheduling.
  • Consulted: Advised Artists on crowd techniques. Interviewed crowd artists and made hiring recommendations.
  • Prioritized and Organized: Task based ticketing and assignments to TDs and Tech across departments.
Apr 2017 - Oct 2021

Pipeline Supervisor [Commercials/Episodics]

Los Angeles, CA, US

  • [Agents of S.H.I.E.L.D. eps: 7.1 7.3 7.6 7.13][A Series of Unfortunate Events eps: 2.1 2.7 2.8 2.9 2.10 3.1 3.2 3.3 3.4 3.6 3.7] [Outlander eps: 3.12 3.13] [TV Commercials][Pink:Walk Me Home]
  • Manged and Curated Production Pipeline: Coordinated changes with facility roll-outs. Curated task based roles appropriate to project, spot, or episode. Managed preferences and software package dependencies.
  • Supervised and Met Pipeline needs for 2 seasons: Managed show pipeline transition to a new facility location between se2 and se3. 2017-18 [A Series of Unfortunate Events]
  • Organized Meetings: Priorities meetings with production to coordinate efforts and address pipeline concerns. Assessed technological needs by correspondence with dept leads and supervisors
  • Prioritized and Distributed Tickets: Ticketed TDs for bugs and RFE requests coordinating with other supervisors and productions. Corresponded with 3rd party software for managing outside bugs and support.
  • Worked and Coordinated Across Multiple Sites: Los Angeles, Vancouver and Hyderabad.
Jan 2017 - Sep 2020

Crowd Pipeline Superivisor [Time Presents Mlk The March Vr Lbe]

Los Angeles, CA, US

  • Oversaw VFX Houdini to Unreal VR pipeline for first large scale VR crowd featuring historically accurate agents for Time Magazine Location based experience at the Chicago Museum.
  • Advised Crowd lead on preparation for mealtime and implemented work around to mimic offline tools
  • Oversaw architecture, development and deployment of Houdini Crowds to Unreal Engine leveraging full VFX Houdini pipeline and tools until packaging to UE4
  • Implemented inline agent motion editing, auto trimming and signal processing tools for export preparation
  • Supervised development of publishing and export tooling; crowd editing tools for realtime restrictions; and Artist Driven GUI feature development and tooling
  • Oversaw packaging and file specifications for asset types, manifests, exchange files and I/O
Aug 2019 - Apr 2020

Pipeline Supervisor [Digital Human Group]

Los Angeles, CA, US

  • Stand up of the Digital Human Group pipeline as a separate entity from production
  • Severed technologies from specific production pipeline dependencies discovering areas for generalization
  • Distributed tasks for generalization across production technology departments
  • Worked with department and software leads to determine needs
  • Configured package ecosystem minimizing dependencies, in-house tooling and instructed expansion of configuration abilities
Oct 2017 - Apr 2018

Senior Fx Technical Director

Santa Monica, CA, US

  • Dr Strange. Completed shot content and created tools for Tea Room Seq: Fractal floor tile animation and procedural geometry creation, animation and rendering of fractal shockwave eruption through tea room floor in.
  • Okja. Created Fluid Shot Content: Made use of encapsulated networks, scripted operators, dynamic via use of FLIP fluids, particle systems and procedural geometry in Houdini.
Jun 2016 - Nov 2016

Senior Technical Director

Adelaide, South Australia, AU

  • MORE DETAILS ON www.dansresume.com
  • Created and Implemented Houdini Massive Arnold Crowd Rendering: Python API for Massive and Arnold crowd file types, geometry material mapping aggregater/resolver integrated with asset manager, python lib for editing.
  • Design and Implemented Houdini Pipeline Overhaul: Modularization and creation of versions pipeline packages or inhouse software and HDA based toolsets, creations of HSITE package and centralizing configuration and UI.
  • Designed and implemented Houdini “Assetizer” and modular HDA asset workflow: Round trip editing with Logic and Data separation and integration with preexisting publishing systems, Python api creation, native OTL.
  • Houdini Pipeline Authoring Dev Suite: High level integration of in-house project management and deployment system and SVN into Houdini UI for quick and easy creation of pipeline standard conforming HDAs and pipeline.
  • Upgraded Created and Consolidated Various File Utilities and UI Utilities: Created a parm reference tree navigator allowing navigation of dependencies in parameter references, created parameter dereferencing system.
Jul 2015 - May 2016

Motion Capture Pipeline Td

Miramar, Wellington, NZ

  • Implemented Tools for manipulation and modification of small crowds in MoEdit: Asset manger IO integration,GUI tools for loading, saving, asf/amcs and swapping crowd proxies from Nuance, file processing outside of.
  • Created Solution for generation of crowd and proxies in MoEdit: Automated proxy generation including skeleton/asf reduction, geometry reduction, modifications for temp MoEdit usage, compliant with Nuance, configurable.
  • Updated and enhanced in-house Motion Edit software for interfacing with commercial solutions: asf loading, version updating of motion, skeletons, or creature on load, test utilities, GUIs, and general py/qt development
  • Created Custom timecode utilities in MocAp: Encoding/decoding timecode making use or user field info.
  • Developed Audio and edit utility libraries in MoCap: extracting and decoding bwav info chunks.
Aug 2014 - Mar 2015

Senior Pipeline Technical Director

Montreal, Quebec, CA

  • Implemented Houdini pipeline: Automation layer, associated GUI tools, and HDAs on top of Native OTL manager allowing asset manager integration and synchronization. Hsite deployment; Shot level asset system with.
  • Houdini I/O: Remote Alembic exporter (python libs 2 HDA Rops); Renderfarm Integration (Rop Nodes and Houdini ROP to Condor dependency solver), render scripts; Environment configuration, KDE integration
  • Maya role geoCaching: Alembic exporter python api MEL wrapper; Auto department sensitive generation of abc export jobs (including role assets, Katana SceneGraphXML, asset manager specific data), XML spec for Alembic.
  • Maya I/O and environment: GUI SaveAs native UI replacement integrating asset management system; userSetup replacement for cascading initializations via rez; In-house file menu replacement
  • Katana Auto Shot building for lighting and lookdev: role gathering sceneGraphXML generation, 1-click shot build with all models or animated geoCaches, materials, camera and layout as neededRez templates for 3D.
Jan 2013 - Feb 2014

Final Layout Td, Output Unit

Sydney, NSW, AU

  • implemented initial Final Layout Dept Pipeline Layout
  • Created and maintained mass instancing solution for setdressing: GUI tools (Houdini/Maya), HUD(maya);file specifications, keyshot/shot inheritance system, I/o, publishing and asset tools ( Houdini/Maya); Cortex.
  • Created and maintained Footprint placement tools for paths/areas (Houdini): 6 HDA nodes, Python Sop; GUI tools, interactive editing tools; geometry generation, and override/refinement system
  • Implemented Final Layout Auto Rigging, shot-building, and I/O scripts and utilities (Maya)
  • Displacement cheating/editing tools (Houdini)
  • Assorted Final Layout tools, scripts, pipeline, artist utilities, tools, HDAs/Otls
Jul 2010 - Nov 2011

Senior Technical Director 3D R&D

New York, NY, US

  • Created and maintained of lighting, pass, and rendering tools for Maya/MTOMR
  • Integrated Houdini into existing pipeline
  • Expanded Massive configuration and integration with pipeline applications
  • Created and maintained Shader Bank of all shader sources Windows/Linux compilation
  • Created and maintenance of project and rendering assets (OTLs) for Houdini
  • Wrote custom Mental Ray C++ shaders and maintained preexisting shaders
Mar 2008 - Apr 2010

Systems Administrator

Savannah, GA, US

Spearheaded investigation into Massive Prime and implementation of pipeline integration Created system Images and application testing performed Renderfarm render troubleshooting and problem reports Scripted, and general updating, problem reports, troubleshooting, repairs, and workstation maintenance

Oct 2004 - Jan 2008
Team & coworkers

Colleagues at NVIDIA

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2 education records

Dan Schneider education

Master Of Fine Arts In Visual Effects & Master Of Arts, Animation

Savannah College Of Art And Design

Bachelor Of Arts Art Studio And Bachelor Of Arts Music Industry, Art Studio And Music

Suny Oneonta
FAQ

Frequently asked questions about Dan Schneider

Quick answers generated from the profile data available on this page.

What company does Dan Schneider work for?

Dan Schneider works for NVIDIA.

What is Dan Schneider's role at NVIDIA?

Dan Schneider is listed as Making the Good CGs Better... and can be for you. at NVIDIA.

What is Dan Schneider's email address?

AeroLeads has found 1 work email signal at @dansportfolio.com for Dan Schneider at NVIDIA.

What is Dan Schneider's phone number?

AeroLeads has found 4 phone signal(s) with area code 716, 912, 631, 201 for Dan Schneider at NVIDIA.

Where is Dan Schneider based?

Dan Schneider is based in United States, United States, United States while working with NVIDIA.

What companies has Dan Schneider worked for?

Dan Schneider has worked for Nvidia, Simulacra Software, Apple, Digital Domain, and Method Studios.

Who are Dan Schneider's colleagues at NVIDIA?

Dan Schneider's colleagues at NVIDIA include Anna Shors, Guillermo Marcus, Lark Gordon, András Bódis-Szomorú, and Andrey Dolotov.

How can I contact Dan Schneider?

You can use AeroLeads to view verified contact signals for Dan Schneider at NVIDIA, including work email, phone, and LinkedIn data when available.

What schools did Dan Schneider attend?

Dan Schneider holds Master Of Fine Arts In Visual Effects & Master Of Arts, Animation from Savannah College Of Art And Design.

What skills is Dan Schneider known for?

Dan Schneider is listed with skills including Maya, Mel, Houdini, Visual Effects, Animation, Renderman, Mental Ray, and Particle.

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