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Nick Da Silva Email & Phone Number

Procedural Pipelines and Tool Development for games, film and ML applications at BLNG AI
Location: Peoria, Arizona, United States 11 work roles 1 school
1 work email found @masters.edu 2 phones found area 818 LinkedIn matched
✓ Verified August 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 2 phones

Work email n****@masters.edu
Direct phone (818) ***-****
LinkedIn Profile matched
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Current company
Role
Procedural Pipelines and Tool Development for games, film and ML applications
Location
Peoria, Arizona, United States
Company size

Who is Nick Da Silva? Overview

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Quick answer

Nick Da Silva is listed as Procedural Pipelines and Tool Development for games, film and ML applications at BLNG AI, a with 20 employees, based in Peoria, Arizona, United States. AeroLeads shows a work email signal at masters.edu, phone signal with area code 818, and a matched LinkedIn profile for Nick Da Silva.

Nick Da Silva previously worked as Principal Technical Artist at Blng Ai and Principle Procedural Technical Artist at Parallel Domain. Nick Da Silva holds Entertainment Design & Digital Production, Visual Effects Animation from Gnomon.

Company email context

Email format at BLNG AI

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{first_initial}{last}@masters.edu
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AeroLeads found 1 current-domain work email signal for Nick Da Silva. Compare company email patterns before reaching out.

Profile bio

About Nick Da Silva

I love being a technical artist. Solving complex problems and procedural systems is so rewarding. Fluid sims, destruction, particles, procedural animation, writing tools. You name it. It's such a fun and challenging career. I enjoy mentoring and leading others and helping them grow. Outside of work, I love my family, music and playing tennis.

Listed skills include Maya, 3D Modeling, Visual Effects, Texturing, and 12 others.

Current workplace

Nick Da Silva's current company

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BLNG AI
Blng Ai
Procedural Pipelines and Tool Development for games, film and ML applications
Peoria, AZ, US
Website
Employees
20
AeroLeads page
11 roles

Nick Da Silva work experience

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

Role listed

Peoria, Az, Us

Principal Technical Artist

Current

Los Angeles, Ca, Us

Specializing in procedural synthetic data generation. I am responsible for setting up a full procedural pipeline for automatic generation of batch synthetic data, and for setting up a fully procedural end-to-end solution for customer lighting and rendering pipeline.

Sep 2023 - Present

Principle Procedural Technical Artist

San Francisco, California, Us

Primarily focused on procedural world building in Houdini for real time applications. I support team workflows with tool development in Python and VEX as well as mentoring junior artists. I partner closely with the simulation engineers to ensure we author a robust platform for their needs

Dec 2021 - Sep 2023

Lead Technical Artist

San Rafael, Ca, Us

Specializing in tool development in Houdini for use in Unreal Engine (using Houdini Engine). Procedural world building, fluid simulations (rivers/lakes), destruction and fracturing, procedural animation, mesh detailing. All of these tools running inside Unreal Engine for artists to use. Most of it leveraging PDG.

Apr 2020 - Dec 2022

Senior Vfx Designer

Glendale, California, Us

Built internal tools for FX workflows including large scale Lidar point cloud meshing, and fluid simulation to drive real water fountain animation. Worked with RnD on real time FX for AR/VR. Developed FX shots in Houdini and composting in Nuke for large scale projections in theme parks

Aug 2016 - Dec 2021

Associate Vfx Designer

Glendale, California, Us

Developed FX shots in Houdini and composting in Nuke for large scale projections in theme parks

Aug 2015 - Aug 2016

Lead Houdini Td

Los Angeles , Ca, Us

Developed custom fluid simulations in Houdini for use inside Unreal engine.

Aug 2020 - Sep 2020

Instructor

Santa Clarita, Ca, Us

I teach a variety of VFX related classes that give students a solid overview on creating visuals for use in a VFX environment.

Aug 2016 - Dec 2018

Intern

Toronto, On, Ca

I developed FX rigs for film or game cinematics, the main purpose is to showcase what Houdini can do. Focusing more on mastering VEX/VOPS and learning more about the core of how Houdini works under the hood (microsolvers, custom fields and volumes, etc).

Mar 2015 - Aug 2015

Design Manager

Compusoft South Africa

Managed a team of 8 model/texture artists for creating assets for use in kitchen and bathroom design software

Apr 2004 - Dec 2012
1 education record

Nick Da Silva education

  • Gnomon
    Gnomon
    Visual Effects Animation
FAQ

Frequently asked questions about Nick Da Silva

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

What company does Nick Da Silva work for?

Nick Da Silva works for BLNG AI.

What is Nick Da Silva's role at BLNG AI?

Nick Da Silva is listed as Procedural Pipelines and Tool Development for games, film and ML applications at BLNG AI.

What is Nick Da Silva's email address?

AeroLeads has found 1 work email signal at @masters.edu for Nick Da Silva at BLNG AI.

What is Nick Da Silva's phone number?

AeroLeads has found 2 phone signal(s) with area code 818 for Nick Da Silva at BLNG AI.

Where is Nick Da Silva based?

Nick Da Silva is based in Peoria, Arizona, United States while working with BLNG AI.

What companies has Nick Da Silva worked for?

Nick Da Silva has worked for Blng Ai, Parallel Domain, Ascendant Studios, Gnomon School Of Visual Effects, Games + Animation, and Walt Disney Imagineering.

How can I contact Nick Da Silva?

You can use AeroLeads to view verified contact signals for Nick Da Silva at BLNG AI, including work email, phone, and LinkedIn data when available.

What schools did Nick Da Silva attend?

Nick Da Silva holds Entertainment Design & Digital Production, Visual Effects Animation from Gnomon.

What skills is Nick Da Silva known for?

Nick Da Silva is listed with skills including Maya, 3D Modeling, Visual Effects, Texturing, Photoshop, Animation, Modeling, and Compositing.

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