Travis Mosley work email
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Travis Mosley personal email
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I've been doing frontline production support, software development, and system architecture design since 2010.My strength is in system architecture and design. I excel at taking disparate products, absorbing user stories, and designing and engineering data pipelines that tie those products together as a viable workflow for the end users. Implementing these pipelines has given me lots of real-world experience in software development in a high-pressure, fast-paced production environment. Pipeline software engineering has been primary in Python, and I have been working professionally as an embedded software engineer and technical consultant for several artist groups in Python-centric pipelines for over a decade in animation, VFX and related hardware and services. I'm worked in both large corporate environments and more nimble startup cultures.I really enjoy breaking down complex problems and solving them one piece at a time, and coming up with innovate solutions that push workflows and possibilities forward.
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Pipeline Staff Software EngineerLight Field Lab, Inc. Aug 2023 - PresentSilicon Valley, Ca, UsSoftware engineer focused on artist/creator interaction with light field displays, and calibration of large, high-precision optics. -
Senior Software Engineer, SimulationsCruise Nov 2021 - Feb 2023San Francisco, California, Us -
Pipeline Engineer, Advanced Development GroupLucasfilm Dec 2018 - Oct 2021San Francisco, Ca, UsPipeline engineer dedicated to real-time rendering projects, including VR, virtual production, StageCraft, and in-venue experiences.* Responsible for core architecture of the Unreal pipeline toolset at ILM. Includes designing how our libraries are structured, packaged, and delivered to customers and establishing best practices.* Developing foundational tools for Unreal pipeline integration. Includes developing frameworks for GUI creation, asset interchange, connecting to production tracking databases, menu integration, logging, multi-level setting storage, scene graph traversal, runtime debugging, and both in-engine and external automated testing.* Working with artists and other engineering teams to develop end-to-end workflows that unlock new opportunities or improve user experiences in speed, stability, and cognitive load.* Managing software distribution across multiple projects. Achieved through automated testing, establishing and enforcing best practices, and management tools for 3rd-party dependencies.* Documentation and training for all of the topics above. Includes "getting started" guides, comprehensive framework training material, and extensive in-code documentation.* Developed a new C++ data storage asset and animation playback to tackle unique challenges for a long-form, in-venue experience in Unreal. Included bug fixes and changes that were adopted by Unreal.* Practical implementation light interchange, including standardized evaluation material, for 3 lighting models. Includes debugging a data conversion process spanning four languages.* Research and product development of practical applications of machine learning and AI solutions to a film production pipeline. -
Lead Pipeline EngineerNimble Collective, Inc Apr 2018 - Nov 2018Mountain View, California, UsLead pipeline engineer for the Nimble Studio remote workstation and data management platform, focusing on practical integration with 3rd-party tools and API design to allow for custom integration with customer pipelines.- Prototyped and wrote integrations of the Nimble Studio platform into third-party tools, like Shotgun.- Lead the design of a public API with backend and frontend developers; held the final-approval power of detailed design decisions.- Developed a standalone Python API client for the Nimble REST API, intended for public release alongside the public REST API.- Developed an offline asset syncing product called Nimble Local, building on the above Python API, which was delivered to a customer.- Developed a very detailed folder synchronization model, solving a three-way syncing problem for files and folders. Reconsiled two versions of an asset's files against their shared ancestorial state, with multiple "modes" to allow for different conflict resolution strategies. -
Pipeline Technical DirectorLytro Inc. Jul 2016 - Mar 2018Mountain View, California, UsLead end-to-end pipeline architect and engineer for the Lytro Immerge VR Camera pipeline.* Pipeline architecture and engineering lead for the first ever professional lightfield video pipeline, with emphasis on data management, production tracking, software management and cloud rendering* Evaluation and integration of third-party infrastructure solutions for production workflows and proprietary tool integration* Project managing a team of TDs, including developing roadmaps and prioritizing tasks in a fast-paced start up and production environment* Coordinating project technical infrastructure lifecycle with creative, production and IT heads.* Engineering in Python for production pipelines and lightfields. Including: - Modular Rendering Submission UI - Utility libraries for abstracting volumetric file paths - A volumetric editorial library - Facility logging helpers - Modular environment configuration components - Components for capturing review notes and integrating them with Shotgun * Designed an implemented a file-system structure for organization professional VFX production with lightfields. -
Technical DirectorAnimal Logic Jan 2015 - Jun 2016Moore Park, Nsw, Au* Lead pipeline developer for editorial and stereography.* Avid pipeline integration, including reading and authoring of Avid compliant files, software to translate artist-friendly Avid constructs into pipeline decisions, and flexible configuration hooks to meet the conflicting and ever-evolving needs of animated feature and VFX pipelines with minimal new code.* Developed one-stop pipeline GUI tailors for editors, with a plugin-centric architecture and API that enables rapid deployment of utilities that share data, state, and common UI methods (eg, notifications).* Numerous new and updated software for stereography, media handling and conversion, data delivery, reporting and pipeline APIs. -
Technical DirectorDreamworks Animation Nov 2011 - Nov 2014Glendale, Ca, UsEmbedded software engineer and frontline production support for artist teams. Supported:Lighting - Madagascar 3, Mr. Peabody and Sherman, B.O.O., Penguins of MadagascarImage Finaling - Rise of the Guardians, The Croods, TurboPipeline Development - How to Train Your Dragon 2* Led software development on a ghost pipeline spanning FX, Surfacing, Crowds, CFX, Animation and Lighting for rendering ghost effects for B.O.O. (unreleased); 3rd party and proprietary tool integration.* Conceived and led engineering of a tri-department software initiative to smooth crowd deliveries. Included a CLUI wizard to automate work for ingesting data into lighting, validation of crowd lighting setups, generating caches, and configuring shots. Included new APIs, configuration, and extensibility.* Render farm data storage, retrieval, visualization and analysis - parsed and stored render data into studio NoSQL storage solution with python modules for easy retrieval. Extended 3rd party tools to highlight key information over related rendered images (now a formal standard for visual development workflow).* Invented a metric to more accurately assess the render resources consumed by an asset, and determine the practical implications on render farm resources. -
Lighting Technical AssistantDreamworks Animation Jun 2010 - Nov 2011Glendale, Ca, UsSupport lighting artists in setting up sequences and shots, and other lighting support work. Supported:Megamind: The Button of DoomNight of the Living CarrotsMadagascar 3* Sequence setup automation software - reduced lighting sequence setup time from 1-2 days to 1-2 hours. * Aided lighting leads in setting up sequences, making rig decisions, and managing data flows -
Lead Graphic Design Artist / Sys Admin / Web DeveloperEzra Distributing Aug 2008 - Jun 2010- Deployed two new web storefronts based on Joomla and VirtueMart with custom skins.- Organized graphics and development files on centralized server with Subversion access to workstations.- Managed domain names, web hosting, and online marketing systems for multiple companies.
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Undergraduate ResearcherPurdue Envision Center Oct 2009 - Feb 2010Created assets for an interactive 3D environments in a ‘cave’ VR setup.Aided in UI testing and design for an interactive ‘clean room’ simulation.
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Student InternEimagine Technology Group May 2007 - Aug 2008Indianapolis, In, UsDesigning and developing templates and websites with DotNetNuke, designing and creating graphics (flyers, logos, etc) for various clients, and testing web applications.
Travis Mosley Skills
Travis Mosley Education Details
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Purdue UniversityComputer Graphics; Computer Graphics Technology
Frequently Asked Questions about Travis Mosley
What company does Travis Mosley work for?
Travis Mosley works for Light Field Lab, Inc.
What is Travis Mosley's role at the current company?
Travis Mosley's current role is Software Engineer.
What is Travis Mosley's email address?
Travis Mosley's email address is tr****@****ise.com
What schools did Travis Mosley attend?
Travis Mosley attended Purdue University.
What skills is Travis Mosley known for?
Travis Mosley has skills like Problem Solving, Troubleshooting, Pipeline Development, Technology Integration, Pipeline Management, Python, Pyqt, Java, Tcl, Lua, Mel, Html.
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