Creative Technology Innovation | CG Supervision | Synthetic Data generation with and for MLMy goal is to produce best-in-class technology and workflows for high-quality synthetic content creation at scale. With a knack for leadership, I've gained a reputation for solving complex challenges across the CG pipeline both with critical hands-on contributions and as a leader of the creative and engineering aspects of projects. I find purpose in navigating teams through ambiguous problems until successful completion.Some highlights:- Technical manager: Skilled at steering teams towards timely delivery on challenging, high-stakes projects.- Crowd Department Supervisor: Effective at coordinating strategy and operations across projects and locations.- Motion Capture Expertise: Successfully planned and directed mo-cap shoots for high-profile film productions.- Innovator in CG Character performance: Developed sophisticated Procedural Motion Choreography systems that significantly cut time and production costs.- Mentorship and Consulting: Consistently providing creative and technical guidance across multiple teams.https://rubendhz.wordpress.comhttps://www.imdb.com/name/nm7482189https://github.com/rubendhz
Epic Games
View- Website:
- epicgames.com
- Employees:
- 11318
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Senior Pipeline EngineerEpic GamesLondon, England, Gb -
Synthetic Data LeadMeshcapadeLondon, England, Gb -
Sr. Computer Graphics / Synthetic Data EngineerMeshcapade Jul 2024 - PresentUnited Kingdom -
Team Lead / Engineering Manager - Synthetic Cg DataWayve Dec 2022 - Jul 2024 -
Senior Procedural EngineerWayve Apr 2022 - Dec 2022 -
Cg Crowd/Creature SupervisorDneg Feb 2020 - Mar 2022London, United Kingdom -
Senior Technical DirectorFramestore Sep 2019 - Feb 2020London, United KingdomJoined Framestore's TV/Advertising/Immersive division. Some of my responsibilities included: - 3D Lead in Commercial Project- Lead Crowd TD + Houdini Crowd Framework Development.- Procedural modelling and lookdev.- Houdini FX Artist. -
Lead Crowd Technical DirectorIndustrial Light & Magic Oct 2018 - Sep 2019London, United KingdomI was responsible for supervising the technical aspects, actively participating in research and development, and efficiently managing the delivery of development tasks and creative work for the team.Lead Crowd TD in several projects including:- Star Wars: The Rise of Skywalker, 2019 (Lead Crowd TD)- Aladdin, 2019 (Lead Crowd TD)- Avengers, Endgame, 2019 (Senior Crowd TD)- Aquaman, 2018 (Crowd TD) -
Senior Crowd TdIndustrial Light & Magic Oct 2016 - Sep 2018London, United KingdomMy core responsibilities in this capacity were to conduct research and develop a novel Motion Choreography Solution (read about it here: https://www.ilm.com/vfx/ready-player-one) as well as working as Houdini Artist, making extensive use of our in-house toolset. Some notable projects I was involved in:- Avengers: Infinity War, 2018 (Crowd RnD and Crowd TD)- Ready Player One, 2018 (Crowd RnD and Crowd TD)- Star Wars: The Last Jedi, 2017 (Lead Crowd TD) -
Crowd Simulation And Fx Rnd DeveloperMpc Jun 2014 - Oct 2016R&D and production software development for FX and crowd disciplines. I had the opportunity to introduce multiple improvements to MPC's proprietary crowd simulation engine, ALICE.Some projects I was involved with:- The Jungle book (2016)- Pirates of the Caribbean: Dead Men Tell No Tales (2017)- Tarzan (2016)- Terminator: Genisys (2015)- Exodus: Gods and Kings (2014) -
Game Developer22Cans Dec 2013 - Jun 2014Guildford, United KingdomI joined the team at 22cans for a few months as a consultant game developer (Desktop and mobile devices). My involvement was primarily with the front end as well efficiency/optimization tasks. - C++ game development on Windows and MacOS environments.- Adobe Flash/ActionScript (AS3) UI development using Autodesk´s Scaleform technology.- Worked closely with GUI artist(s) and offered technical support.- Memory, CPU and GPU usage profiling and optimisation.- Code refactoring. -
Game Developer / Visual Effects Technical DirectorThe People'S Republic Of Animation Feb 2012 - Aug 2013As software developer I had the opportunity to work in many aspects of Video Game development in a multidisciplinary vibrant team.- C++ game development for games published by Halfbrick (web and iOS). - Researched and implemented a render technique for efficient sprite generation (Python).- Implemented game sound, UI and FX using several proprietary tools and editors. I also offered Technical Direction on the Visual Effects for a sci-fi drama nominated for a Digital Emmy Award on 2014.- R&D for efficient and flexible flocking simulations.- Scene setup and implementation of swarming simulations.- Supported FX Artists with technical direction.- nCloth and nParticles simulations setups (also using SOuP Maya plugin for procedural not destructive workflow).- Animation of geometry proxies. - Mel scripting.
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3D Animation And Interactive Virtual Environments Research Assistant / Computer Graphics DeveloperVicomtech Feb 2011 - Sep 2011Bilbao Area, SpainI had the chance to work as a research assistant, as well as computer graphics developer for the 3D Animation and Virtual Environments Department. My main tasks were the following: - 3D Graphics Research- Web3D Animation Engine Implementation (Javascript and WebGL).- Support writing R&D project proposals.- Integrated Qualcomm's augmented reality engine, OpenSceneGraph using Andoid's NDK for an AR prototype application. -
Immersive Systems Research (Msc) / Computer Graphics DeveloperIcinema Research Centre Feb 2010 - Sep 2010Sydney, AustraliaDuring my time at iCinema I had the chance to design, test and implement methods of displaying real time 3D graphics in a stereoscopic, multi-projector non-planar space. - Developed a calibration tool (C++ and OpenGL) for the AVIE (Advanced Visualisation Interaction Environment) system for correct projection mapping.- Implemented a playback engine for a virtual reality application using straight OpenGL (GLSL) and Ogre3D. This engine was in use at the Dynamic Earth exhibition.- Worked on site at Museum Victoria (Melbourne) with the lead developer for testing and deployment of the calibration tool.- Completed Master's thesis 'Rendering Stereographic 3D Images in Cylindrical Spaces'
Ruben Diaz Education Details
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Artificial Intelligence And Computer Graphics -
Computer Graphics -
Computer Science -
Simulation And Virtual Reality In Robotics (Savro) -
Computer Graphics And Artificial Intelligence Subjects
Frequently Asked Questions about Ruben Diaz
What company does Ruben Diaz work for?
Ruben Diaz works for Epic Games
What is Ruben Diaz's role at the current company?
Ruben Diaz's current role is Senior Pipeline Engineer.
What schools did Ruben Diaz attend?
Ruben Diaz attended Universitat Politècnica De València (Upv), University Of New South Wales, Universitat Politècnica De València (Upv), Università Degli Studi Di Salerno, Kungliga Tekniska Högskolan.
Who are Ruben Diaz's colleagues?
Ruben Diaz's colleagues are Mohammad Mustafa, Sreehari Ramesh, Merritt Cely, Mba, Philipp Reith, Julia Broman, Familia Barros, Zoe Upchurch.
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