Crowd Artist
Completed crowd shot work for the Disney feature film "WISH".(Houdini)
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Stephen Dobbs is listed as Crowd Artist based in United States. AeroLeads shows a work email signal at blur.com and a matched LinkedIn profile for Stephen Dobbs.
Stephen Dobbs previously worked as Crowd Artist at Walt Disney Animation Studios and Senior Crowd Artrist at Spin Vfx.
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Film and Television studio CGI veteran with feature film work experience as a Crowd TD, Technical Animator, CG Generalist, and live-action camera Integrator. On-set and features VFX bidding experience. Clean effective coding abilities.
Listed skills include Digital Compositing, Python, Compositing, Computer Graphics, and 24 others.
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Burbank, California, United States
Completed crowd shot work for the Disney feature film "WISH".(Houdini)
Atlanta, Georgia, United States
Supported crowds department. Primary software, Houdini and Atoms.
Culver City, Ca
Supervising Crowd TD - Assets, Simulation, Pipeline Integration, Code. Ultimately responsible for Golaem Crowd asset creation, performances, problem solving, and pipeline integration (XSI|Maya-Golaem|3DSMAX) for: “League of Legends 2020 Start”. (https://www.youtube.com/watch?v=aR-KAldshAE) Used experience with software tools to effectively create the illusion of intelligent quadruped creatures swarming complex surface environments, stalking prey, and reacting to physical… Show more Supervising Crowd TD - Assets, Simulation, Pipeline Integration, Code. Ultimately responsible for Golaem Crowd asset creation, performances, problem solving, and pipeline integration (XSI|Maya-Golaem|3DSMAX) for: “League of Legends 2020 Start”. (https://www.youtube.com/watch?v=aR-KAldshAE) Used experience with software tools to effectively create the illusion of intelligent quadruped creatures swarming complex surface environments, stalking prey, and reacting to physical forces (explosions). Wrote custom python code for quick animation re-targeting of MoCap data (removing MotionBuilder from the equation). Solved a studio technical issue that had stymied production since before my arrival. Submitted the “zero length spine” bug to Golaem. Worked closely with the animation director to develop a sense of creature motion and behavior characteristics, and while balancing locomotion cycles for aesthetic stride motion. Communicated clip cycle requests to animators. Communicated specific flexible "prop attachment point" joint chain needs with the rigging department Participated in meetings with department heads to define/clarify processes and methods for moving the highest quality assets through crowd systems and delivering optimized caches for scene assembly (final integration and rendering). Show less
Atlanta, Ga
Lead Crowd Technical Director - Rigging, Simulation, Pipeline Support, Code Soley responsible for the creation of all crowd assets and the entire crowd shot pipeline Built multiple character rigs(Maya) featuring dozens of skinned assets, including props, wardrobe accessories, and blend shapes while maintaining strict requirements for Golaem Crowd agents. Setup crowd agent properties and behavior trees. Setup and re-targeted animation across char-acter rigs to convert motions into… Show more Lead Crowd Technical Director - Rigging, Simulation, Pipeline Support, Code Soley responsible for the creation of all crowd assets and the entire crowd shot pipeline Built multiple character rigs(Maya) featuring dozens of skinned assets, including props, wardrobe accessories, and blend shapes while maintaining strict requirements for Golaem Crowd agents. Setup crowd agent properties and behavior trees. Setup and re-targeted animation across char-acter rigs to convert motions into clips usable by crowd agents. Completed crowd layouts and simulations for 95% of the film “Elf Pets: Santa’s St Bernards Save Christmas”. Exported alembic environment, character, and camera data from all shots(70+) that required crowds. Setup and prepared all crowd shots including cleaning up imported alembic and camera data. Conformed V-Ray shaders on all crowd assets to resolve naming conflicts and optimize linear lighting workflows. Supported 100% of all crowd issues and problem solving including rendering. Wrote python code that allowed animators to blindly create organized playblast files to assist editorial. Wrote a python hook into Shotgun to override default namespace conventions on imported Maya assets. Wrote preliminary python code for XGEN crowd integration. Wrote python code for crowd rig automation and general crowd support. Show less
Remote multi-role CG Technical Artist.Highlights include:2016 - “Star Trek Beyond” (Kelvin Optical/Bad Robot - Santa Monica, CA) Anamorphic camera integration, geometric deformations, code.2015 - “Woodlawn” (Remote) Crowd R&D/Setup/Simulation. MoCap, Modeling, Render Setup, Shaders, Matchmove, Code.;Credited with three titles: Crowd TD, Additional Crowd Animation, and Match Move Artist.Solely responsible for show crowd pipeline and all crowd R&D including… Show more Remote multi-role CG Technical Artist.Highlights include:2016 - “Star Trek Beyond” (Kelvin Optical/Bad Robot - Santa Monica, CA) Anamorphic camera integration, geometric deformations, code.2015 - “Woodlawn” (Remote) Crowd R&D/Setup/Simulation. MoCap, Modeling, Render Setup, Shaders, Matchmove, Code.;Credited with three titles: Crowd TD, Additional Crowd Animation, and Match Move Artist.Solely responsible for show crowd pipeline and all crowd R&D including working out character performances as well as adding new agent texture, model, and animation assets to the Golaem packaged standard crowd characters. Generated new agent cycle animation inside MotionBuild-er using a mix of hand keying, editing existing mocap, and generated mocap using MS Kinect. Created new agent props with associated cycle animations and textures. Created agent behavior trees for numerous activities including proper sit-to stand and stand-to-sit translations. R&D responsibilities included working out anamorphic lens issues, plate over-scan values, writ-ing code to import point cloud data, and modeling precise geo for camera integration.2014 - “Sleepy Hollow” (Remote)Character tracking for head removal on Fox Television Episodic. Show less
El Segundo, Ca
Created extremely accurate low-poly models with clean topology from dense lidar scans of practical sets for use in matchmoving/animation/lighting pipelines. Built lens databases from grid plates, established world scale, and matchmoved shots. Moderated teleconferences and assisted fellow artists daily at international studios. Wrote code to assist tasks.Completed work on Motion Pictures and National Commercial Spots. Highlights include ‘R.I.P.D.’ and ‘Snow White and the Huntsman’.
Augusta, Ga
Performed tasks as a CG Generalist in a local broadcast market. Skills development.
Redwood City, Ca
Created and animated shot specific deformation rigs to perform prop animation, deform baked geo for effect, and correct geometric interpenetration. Setup and executed rigid body physics simulations. Setup and simulated cloth garments. Wrote code to assist tasks and fulfill specific assignments.Completed work on over 200 shots for the Motion Picture ‘Shrek 2’.
Los Angeles, Ca
Managed the matchmove team and completed shot work for the motion picture 'Sum of all Fears'. Completed dynamic fur simulations for the character 'Mr. Tinkles'. Meticulously and accurately animated gross animal motion and camera parameters to match live-action plates. Used deformation tools to conform geometry to fit specific animal facial shapes in the live-action plates. Successfully assisted with Features Bidding. Completed work on Motion Pictures and National Commercial Spots… Show more Managed the matchmove team and completed shot work for the motion picture 'Sum of all Fears'. Completed dynamic fur simulations for the character 'Mr. Tinkles'. Meticulously and accurately animated gross animal motion and camera parameters to match live-action plates. Used deformation tools to conform geometry to fit specific animal facial shapes in the live-action plates. Successfully assisted with Features Bidding. Completed work on Motion Pictures and National Commercial Spots. Highlights include 'Sum of all Fears', 'Scooby Doo', and 'Cats & Dogs'. Primary software: Voodoo, Boujou, Irix. Show less
Los Angeles, Ca
Meticulously and accurately animated gross animal motion and camera parameters to match live-action plates. Used deformation tools to conform geometry to fit specific animal facial shapes in the live-action plates. Helped software dept. make improvements to R&H’s proprietary software. Bid matchmoving man hours for several feature films. Supervised matchmoving effort and trained new hires for 'Babe: Pig in the City'. Lead MMTD for 'Entropy' and 'Summer of Sam'. Completed work on Motion… Show more Meticulously and accurately animated gross animal motion and camera parameters to match live-action plates. Used deformation tools to conform geometry to fit specific animal facial shapes in the live-action plates. Helped software dept. make improvements to R&H’s proprietary software. Bid matchmoving man hours for several feature films. Supervised matchmoving effort and trained new hires for 'Babe: Pig in the City'. Lead MMTD for 'Entropy' and 'Summer of Sam'. Completed work on Motion Pictures and National Commercial Spots. Highlights include 'Babe: Pig in the City'. Primary software: Voodoo, Irix. Show less
Culver City, Ca
Matchmoved motion control miniatures to live-action plates using SoftImage and Alias/Wavefront Advanced Visualizer for the feature film “Starship Troopers”. Tracked image features using Alias/Wavefront Composer. On-set data gathering responsibilities included traditional measurement methods, use of a Nikon Total Station with reflection targets, and retrieval of Kuper motion control data. Wrote scripts to import stage moco data into SoftImage. Created models from total station survey data.… Show more Matchmoved motion control miniatures to live-action plates using SoftImage and Alias/Wavefront Advanced Visualizer for the feature film “Starship Troopers”. Tracked image features using Alias/Wavefront Composer. On-set data gathering responsibilities included traditional measurement methods, use of a Nikon Total Station with reflection targets, and retrieval of Kuper motion control data. Wrote scripts to import stage moco data into SoftImage. Created models from total station survey data. Inferno Technical Assistant. Responsible for file and image I/O for Inferno/Flame/Flint suites, Dataview and Sirius video archiving, and shell scripting.Completed work on Motion Pictures and Television Episodics. Highlights include 'Starship Troopers', 'Cable Guy', and 'Ghost in the Darkness'. Primary software: SoftImage, Wavefront Advanced Visualizer, Irix. Show less
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Stephen Dobbs is listed as Crowd Artist.
AeroLeads has found 1 work email signal at @blur.com for Stephen Dobbs.
Stephen Dobbs is based in United States.
Stephen Dobbs has worked for Walt Disney Animation Studios, Spin Vfx, Blur Studio, Primal Screen, and Freelance.
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Stephen Dobbs is listed with skills including Digital Compositing, Python, Compositing, Computer Graphics, 3D Modeling, 3D Rendering, Texturing, and Computer Animation.
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