Rémi Pierre Email & Phone Number
@megalisvfx.com
LinkedIn matched
Who is Rémi Pierre? Overview
A concise factual answer block for searchers comparing this professional profile.
Rémi Pierre is listed as テクニカルアーティスト (Technical artist) at SEGA, a with 1018 employees, based in Shinjuku-Ku, Tokyo, Japan. AeroLeads shows a work email signal at megalisvfx.com and a matched LinkedIn profile for Rémi Pierre.
Rémi Pierre previously worked as Lead Pipeline Developer at Megalis Vfx and Senior Houdini Developer at Method Studios. Rémi Pierre holds Equivalent Of Bachelor'S Dregree, Visual Effects from Poleiiid.
Email format at SEGA
This section adds company-level context without repeating Rémi Pierre's masked contact details.
AeroLeads found 1 current-domain work email signal for Rémi Pierre. Compare company email patterns before reaching out.
About Rémi Pierre
I'm a visual effect pipeline technical director with an artist background.I started as a generalist artist, moved to an FX artist position and finally moved to pipeline, thanks to that I have a really good understanding of the entire visual effects process.I love technical problem solving and helping people in need.I also enjoy working in really diverse working environment and meeting people with a different background.Specialties: VFX Pipeline, python development, code reviews, test driven development, general scripting, FX, maths, adaptable, working under tight schedules, pushing for better workflows.Fun fact about myself : I usually dress up on Friday (fancy Friday)
Listed skills include Visual Effects, Maya, Fx, After Effects, and 22 others.
Rémi Pierre's current company
Company context helps verify the profile and gives searchers a useful next step.
Rémi Pierre work experience
A career timeline built from the work history available for this profile.
Lead Pipeline Developer
Current
Senior Houdini Developer
Houdini Pipeline Td
Moved to a Character FX pipeline TD position.Acts as Houdini support for both CFX and occasionally for FX.Learned overall CFX workflowImproves the general workflow of the cloth simulation within Houdini (mostly carbon)Helps artist creating a muscle/hair workflow sim using vellumCreated numerous tools : - A lot of helper nodes to create/automate simulation geometry for cloth - Retiming workflow for slow motion/high speed cloth simulations - Shot modeling tools for altering results after simulation (sculpting/delta workflow)Manages to keep productivity during a global pandemic while working from home.Main projects : - Black widow - Morbius
Houdini Pipeline Td
General artist support/development for Houdini.Improved development skills. (git, test driven development, code reviews, better problem analysis, ...)Improved robustness of the Houdini pipeline (a lot of refactoring)Various tools created, examples : - Bridge between Houdini and Katana - Sequence based workflow for Houdini - FX USD overlay exporting - UI for an HDA database - Ticketing UIProjects : - Ford v Ferrari - Snowpiercer
Technical Director (Fx)
- Changed my position for have more of a support / pipeline role.- General artist support FX / CFX- Learnt to work with SVN, GIT, and using coding conventions- Created Wedging tools for Houdini- Learnt to use Houdini engine- Created tools/optimized a layout import system- Created various QT-based applicationsFILM:The fate of the furiousThor:RagnarokAvengers infinity wars
Fx Artist
- Created / optimized a lot of Houdini tools for various shows- Mastered most of the simulation solutions- Became a trusted teamplayer within the FX teamFILM :PixelsFree state of JonesDeadpoolBeauty and the beastCOMMERCIAL :Rise of the tomb raider
Fx Artist
- Created a dozen show/studio based Houdini tools - Used various techniques : Volume / RBD / FLIP / cloth / wire / particle simulations- Polished overall Houdini skills- Worked on simultaneous shows at the same timeFILM :Child 44ChappieTeenage Mutant Ninja Turtles
Fx Artist
- Created automated setups/tools for beam pistols (geometry, particles, fluid textures)- Worked closely with animation, lighting and comp for ~100 shots- Learned how to use Houdini and Digital domain’s pipeline tools- Used/created and updated various tools for space battleFILM :Ender's game
Fx Artist
- Created automated setups/tools for ground interaction (particles and rigid bodies)- W orked on a large amount of shots- Learned how to use Maya, MPC’s pipeline tools, Python and MEL- Was trusted by the whole team and leads- Enjoyed working with people coming from everywhere in the worldFILM :Prometheus
Generalist
- Learned the overall process of visual effects there- Worked on a lot of aspects of visual effects making. Rotoscopy, 3d tracking, animation, fx, lighting and compositing- Mastered internal BUF programs really quickly- Showed great skills in programming tools/pipeline using internal scripting- Experienced working under pressure and was able to maintain professionalism in stressful situationsFILM :2011 : The darkest hour2010-2011 : Thor2009-2010 : Adèle blanc-sec2009 : Enter the void2008 : History of flyingCOMMERCIALS :2010 : Total2009 : Carte noire2009 : Durex2008 : Canal "partie gratuite" 1 & 2All rounder digital artist specialized in FX.
Rendering Td
Rendering TD on an architectural project.Had to setup a render farm, the pipeline of the rendering, network, teach colleagues how to use 3dsmax and VRAY.
Motion Graphist
Motion graphist - Creating original contents for a lot of clients using mostly photoshop, illustrator and after effects.- Creating the commercial under narrow deadlines.- Dealing with clients that don't have any artistic view and understanding the point of their commercial.- Being creative under an "artistic director".
Colleagues at SEGA
Other employees you can reach at sega.co.jp. View company contacts for 1018 employees →
Syam Lal
Colleague at SegaWest Godavari, Andhra Pradesh, India
View →
VT
Vipol Thanakullachet
Colleague at SegaTokyo, Japan
View →
JO
John Oriku
Colleague at SegaLondon, England, United Kingdom
View →
KK
Kenichi Kai
Colleague at SegaJapan
View →
YV
Yoan Velichkov
Colleague at SegaSofia, Sofia City, Bulgaria
View →
五
五十嵐崇文
Colleague at SegaTokyo, Japan
View →
SJ
Steve Job
Colleague at SegaGreater Sydney Area, Australia
View →
RV
Rodrigo Villanueva
Colleague at SegaMonterrey, Nuevo León, Mexico
View →
MN
Monique N.
Colleague at SegaEton Wick, England, United Kingdom
View →
MM
Mark Mcphillips
Colleague at SegaTokyo, Japan
View →
Rémi Pierre education
Equivalent Of Bachelor'S Dregree, Visual Effects
Bachelor'S Degree, Computer Sciences
Frequently asked questions about Rémi Pierre
Quick answers generated from the profile data available on this page.
What company does Rémi Pierre work for?
Rémi Pierre works for SEGA.
What is Rémi Pierre's role at SEGA?
Rémi Pierre is listed as テクニカルアーティスト (Technical artist) at SEGA.
What is Rémi Pierre's email address?
AeroLeads has found 1 work email signal at @megalisvfx.com for Rémi Pierre at SEGA.
Where is Rémi Pierre based?
Rémi Pierre is based in Shinjuku-Ku, Tokyo, Japan while working with SEGA.
What companies has Rémi Pierre worked for?
Rémi Pierre has worked for Sega, Megalis Vfx, Method Studios, Digital Domain, and Digital Domain 3.0.
Who are Rémi Pierre's colleagues at SEGA?
Rémi Pierre's colleagues at SEGA include Syam Lal, Vipol Thanakullachet, John Oriku, Kenichi Kai, and Yoan Velichkov.
How can I contact Rémi Pierre?
You can use AeroLeads to view verified contact signals for Rémi Pierre at SEGA, including work email, phone, and LinkedIn data when available.
What schools did Rémi Pierre attend?
Rémi Pierre holds Equivalent Of Bachelor'S Dregree, Visual Effects from Poleiiid.
What skills is Rémi Pierre known for?
Rémi Pierre is listed with skills including Visual Effects, Maya, Fx, After Effects, Film, 3D Studio Max, Photoshop, and Dynamics.
Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.
Start free trialCheck these profiles if this is not the Rémi Pierre you were looking for.
View similar profiles