Robin Scher

Robin Scher Email and Phone Number

Artist and Bytesmith @ Method Studios
Robin Scher's Location
Seattle, Washington, United States, United States
About Robin Scher

Doing computer generated visual effects for TV, Film and specialty distribution since '96, and programming computers since '81, using a huge variety of languages. Creator of Smedge, a popular render distribution and management tool.Experienced VFX generalist: Maya, Arnold, Photoshop, After Effects, Nuke, Smedge, experience with most contemporary renderers, scripting.Programmer in C++, Python, JavaScript, C#, MySQL, HTML, MEL, LabView, and many other languages.Creating efficient and understandable interfaces to visual effect animation and rendering pipelines, or any computer processing tasks.Leading and supervising teams of artists and programmers.On-set VFX supervision.Managing small to large sized networks, file servers, and basic system administration on multiple platforms.http://www.youtube.com/user/robinscherhttp://www.uberware.net/robin/workhttp://www.uberware.net/smedgehttp://www.imdb.com/name/nm3590923/

Robin Scher's Current Company Details
Method Studios

Method Studios

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Artist and Bytesmith
Robin Scher Work Experience Details
  • Method Studios
    Pipeline Supervisor And Developer
    Method Studios Feb 2021 - Present
    Santa Monica, Ca, Us
    A lead architect and developer of the new Unified Pipeline for all the Company 3 business units. Plan, schedule, and allocate tasks for all development teams. Primary developer for app launch, configuration, render farm, transcoder, and Flame integration. Supervisor for the legacy pipeline, maintaining a full production schedule and optimizing render costs on both legacy and new pipelines. Supervise, train, and mentor other developers and TDs. Represent the pipeline team to executives, department heads, and production leads. Regular communication with vendors like Autodesk, AWS, and Foundry.
  • Uberware
    Owner
    Uberware Jun 2001 - Present
    Seattle, Washington, Us
    Design, develop, sell, and support Smedge, a popular render management application. Customers include production networks as large as 1,500 nodes in facilities and educational institutions worldwide, including Sony Pictures Animation, RebusFarm, Boeing, and The New York Times. Responsible for all aspects of operation, from design and implementation of the code base and build system, to testing, documentation, distribution and deployment, business development, marketing, and technical support for end users. Managed junior, senior, and outsourced software engineer and sales teams. Built production pipelines around it on public and private clouds for customers.
  • Various
    Visual Effects Supervisor/Artist, Pipeline Architect
    Various Jun 2001 - Feb 2021
    Managed large teams of artists on extended projects and worked with top studios, agencies, clients, directors, and international brands. Worked in all aspects of visual effects and motion graphics production from pre-production, to on set, to final delivery for clients including major motion pictures, Clio award winning national broadcast commercials, episodic TV, special events, AAA video games, and interactive CG human holograms. Developed integrated production pipelines and automated production processes. Clients included Duck Studios, Hornet, Method, Riot, Syndicate, Giant Steps, Sight Effects, Zoic, Radium, Ember, Solid, Superfad and Yu+CO. Projects included films (Pirates of the Carribean, Fast and Furious, Cirque du Freak), commercials (Coke, Comcast, Prada, EA, Toyota, Nissan, DirecTV, Ford, and many others), episodic (Buffy, Angel), as well as work for game cinematics, commerical print work, web, CG holograms, real-time CGI, video walls, virtual studio production, and custom installation pieces.
  • 343 Industries
    Software Engineer - Pipeline & Dcc
    343 Industries Apr 2019 - Dec 2020
    Redmond, Wa, Us
    Build and support artist tools and pipelines to deliver assets to the Slipstream engine for Halo Infinite. Tasks include: building interfaces in PyQt for artist use; updating PyMEL and Maya plugins in C++, C#, and Python; building pipeline components, tools, and test frameworks; interfacing with Autodesk to report and manage bugs in Maya; supporting artists with bug fixes and technical guidance to optimize both the assets being created and the time spent creating them.
  • Synect Media
    Senior Infrastructure Engineer
    Synect Media May 2015 - Jan 2019
    Orlando, Florida, Us
    Build and run the content production pipeline for the world’s largest video wall installations. Lead team of engineers preparing content for playback. Work with designers and project managers to optimize content preparation and quality, and work with technology engineers that deploy and maintain the playback hardware. Customers include the video wall systems for all Microsoft Stores and dynamic check-in and wayfinding signage for the Orlando International Airport and the TSA.
  • Microsoft
    Vendor - Digital Media Technology - Ms Retail
    Microsoft May 2015 - Oct 2018
    Redmond, Washington, Us
    I work as a vendor to the DMT team, part of Microsoft retail stores IT group. I help develop, debug, document and run production services for the Microsoft Store video-walls and related technologies.
  • The Art Institutes
    Adjunct Professor
    The Art Institutes Aug 2013 - Apr 2015
    Atlanta, Georgia, Us
    Taught special effects and video game production to young artists in Seattle.
  • Superfad
    Animation Director
    Superfad 2008 - 2012
    After freelance work I came on staff to build a solid production pipeline for both the 2D and 3D departments, and to manage teams of artists on projects both large and small, with final control over the look of the 3D work.
  • Ring Of Fire Studios
    3D Artist
    Ring Of Fire Studios 1996 - 2001
    Starting as a night time client assistant, worked up to become lead 3D artist on cutting edge national broadcast commercials, episodic shows, and music videos. Worked directly with clients, agencies, and directors, from on-set supervision to final render and supervising compositors. Implemented some of the first advanced production pipelines using Maya when it came out, including one of the first uses of motion capture with it.

Robin Scher Skills

Maya After Effects Visual Effects Compositing Animation Photoshop Nuke Mental Ray Film Scripting Rendering Motion Graphics Adobe Creative Suite Adobe Photoshop Python Feature Films Concept Design Mel Vray C++ Php Html Javascript Linux Mac Os Windows Irix Solaris Illustrator Labview Sql Assembler Adobe Illustrator

Robin Scher Education Details

  • Reed College
    Reed College
    Psychology

Frequently Asked Questions about Robin Scher

What company does Robin Scher work for?

Robin Scher works for Method Studios

What is Robin Scher's role at the current company?

Robin Scher's current role is Artist and Bytesmith.

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What schools did Robin Scher attend?

Robin Scher attended Reed College.

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Robin Scher has interest in Who Can Decide?westside Vrips, Who Can Decide? Westside Vrips.

What skills is Robin Scher known for?

Robin Scher has skills like Maya, After Effects, Visual Effects, Compositing, Animation, Photoshop, Nuke, Mental Ray, Film, Scripting, Rendering, Motion Graphics.

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