Rémi Pierre
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Rémi Pierre Email & Phone Number

テクニカルアーティスト (Technical artist) at SEGA
Location: Shinjuku-Ku, Tokyo, Japan 13 work roles 2 schools
1 work email found @megalisvfx.com LinkedIn matched
✓ Verified Jul 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email

Work email r****@megalisvfx.com
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Current company
Role
テクニカルアーティスト (Technical artist)
Location
Shinjuku-Ku, Tokyo, Japan
Company size

Who is Rémi Pierre? Overview

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Quick answer

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.

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Email format at SEGA

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*@megalisvfx.com
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Profile bio

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.

Current workplace

Rémi Pierre's current company

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SEGA
Sega
テクニカルアーティスト (Technical artist)
Shinjuku City, Tokyo, JP
Website
Employees
1018
AeroLeads page
13 roles

Rémi Pierre work experience

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

テクニカルアーティスト (Technical Artist)

Shinjuku City, Tokyo, Jp

Lead Pipeline Developer

Current

Shinjuku-Ku, Tokyo, Japan

Sep 2022 - Present

Senior Houdini Developer

Vancouver, British Columbia, Canada

Mar 2021 - Nov 2022

Houdini Pipeline Td

Vancouver, Canada Area

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

Aug 2019 - Mar 2021

Houdini Pipeline Td

Vancouver, Canada Area

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

May 2018 - Aug 2019

Technical Director (Fx)

Région De Vancouver, Canada

- 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

Aug 2016 - May 2018

Fx Artist

Région De Vancouver, Canada

- 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

Oct 2014 - Aug 2016

Fx Artist

Région De Vancouver, Canada

- 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

Jan 2014 - Sep 2014

Fx Artist

Région De Vancouver, Canada

- 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

May 2012 - Aug 2013

Fx Artist

Mpc

London, United Kingdom

- 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

Sep 2011 - May 2012

Generalist

Paris, France

- 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.

Sep 2008 - Jul 2011

Rendering Td

Kfx

Paris, France

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.

Jul 2008 - Aug 2008

Motion Graphist

Newplv

Paris, France

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".

Jan 2007 - Feb 2008
Team & coworkers

Colleagues at SEGA

Other employees you can reach at sega.co.jp. View company contacts for 1018 employees →

2 education records

Rémi Pierre education

Equivalent Of Bachelor'S Dregree, Visual Effects

Poleiiid

Bachelor'S Degree, Computer Sciences

Iut Calais
FAQ

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.

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