Will Muto

Will Muto Email and Phone Number

Lead Technical Artist / CG Supervisor at Industrial Light & Magic @ Industrial Light & Magic
Will Muto's Location
Philadelphia, Pennsylvania, United States, United States
Will Muto's Contact Details
About Will Muto

I am a passionate, driven, and detail-oriented developer who is well-versed across the entire VFX production pipeline.

Will Muto's Current Company Details
Industrial Light & Magic

Industrial Light & Magic

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Lead Technical Artist / CG Supervisor at Industrial Light & Magic
Will Muto Work Experience Details
  • Industrial Light & Magic
    Lead Technical Artist / Cg Supervisor
    Industrial Light & Magic Apr 2023 - Present
    San Francisco, Ca, Us
    CG Supervisor: Dead & Company: Dead Forever (Sphere Las Vegas, 2024)CG Supervisor: "Atomic City" - U2:UV (Sphere Las Vegas, 2023)ILM Technology: The Acolyte (2024)ILM Technology: Skeleton Crew (2024)
  • Industrial Light & Magic
    Lead Technical Artist
    Industrial Light & Magic Mar 2022 - Apr 2023
    San Francisco, Ca, Us
    Ahsoka (2023)
  • Industrial Light & Magic
    Senior Pipeline Technical Director
    Industrial Light & Magic Mar 2021 - May 2022
    San Francisco, Ca, Us
    Star Wars Galactic Starcruiser (2022)Guardians of the Galaxy: Cosmic Rewind (2022)
  • Industrial Light & Magic
    Pipeline Technical Director
    Industrial Light & Magic May 2016 - Mar 2021
    San Francisco, Ca, Us
    Star Wars: The Rise of Skywalker (2019)Developed artist tools for MaterialX adoption, with contributions back to open source codebase; designed and implemented pipeline for automatic mocap retargeting and publish to our studio library; development on photogrammetry toolsetsThe Mandalorian (2019)Created tools for texture optimization for use in real-time environment; wrote plugins for Unreal for integration into the studio pipeline.Solo: A Star Wars Story (2018)Damage variation toolset, contributed to custom RV pluginsReady Player One (2018)Developed tools for casting/tracking creatures to mocap performances across the sequence; designed and implemented a browsable mocap database; developed workflows for automating matte extraction and QC for the DI
  • Women In Animation
    Mentor
    Women In Animation Oct 2020 - Present
    Los Angeles, Us
  • Atomic Fiction
    Pipeline Technical Director
    Atomic Fiction May 2015 - May 2016
    Montreal, Qc, Ca
    Pirates of the Caribbean: Dead Men Tell No Tales (2017)Created layout tools to simplify construction, placement, and procedural lookdev of architectural elements in Maya.TMNT2: Out of the Shadows (2016)Developed tools to automate stereo comp deliveries to client; electricity FX element R&DStar Trek: Beyond (2016)Designed and wrote API for queueing Python and Bash commands to be executed across multiple shots; created suite of tools based on this API for bulk modification, update, and submission of Nuke and Katana files; added automatic imageplane conversion on the render farm. Deadpool (2016)Wrote Python traffic simulation software in Maya for animators to quickly and easily populate city streets; created automatic process to merge fx RBD sims back into animation caches on publish; wrote OTLs to integrate Houdini into the Shotgun pipeline; various artist tools support in modeling, animation, character fx, fx, surfacing, lighting, and compositing; added render farm notifications into Slack.
  • Dreamworks Animation
    Department Technical Director
    Dreamworks Animation Oct 2012 - Apr 2015
    Glendale, Ca, Us
    B.O.O. (Unreleased)Developed Mari/Houdini bridge for surfacing artists to generate physically-based effects; integrated fx assets into surfacing pipeline; built toolset to visualize motion graphics from layout through lighting; Mari plugin development; wrote validation tests for surfaced assets to ensure smooth delivery into lighting; debugged production frames within our in-house lighting tool.Mr. Peabody & Sherman (2014)Scripted dynamic surfacing effects; debugged renders for surfacing (both in visdev and production frames) including hair, translucency, and UV changes from character fx/rigging; assisted fx with look issues in production frames; baked preview surfacing from layout and anim; visdev shot setup for surfacing artists.
  • Microsoft, Xbox
    Technical Artist
    Microsoft, Xbox Mar 2011 - Oct 2012
    Redmond, Washington, Us
    Character, hair, and prop rigging; shader development; formalized art asset pipeline to include source control and bug tracking, as well as a web frontend for asset preview and automated art content build and delivery system; wrote configurable command line renderer which cut down asset delivery from hours to minutes; built Maya toolkit used by animation team that integrated Maya with source control and increased animator efficiency; created installer to easily onboard new animators and partner teams with required software and environment.
  • Microsoft, Xbox
    Software Development Engineer
    Microsoft, Xbox May 2010 - Mar 2011
    Redmond, Washington, Us
    Created preview tool for avatar animations; wrote MEL scripts to simplify avatar animation pipeline; trained artists from in-house design team; created models/animations for game prototypes; worked with XNA team on scripting solution to upgrade existing animations to Kinect rig for Maya and SoftImage; contributed code to mobile title; contributed code to cloud-based avatar rendering service.
  • Vivaty
    Technical Artist
    Vivaty Jul 2008 - May 2010
    Menlo Park, California, Us
    Created command-line and web-based tools for previewing and managing game assets; wrote MEL scripts for animator; packaged assets for release to QA; provided technical troubleshooting and engine builds for art team; managed art team's sandbox server; scripted interactive game objects
  • Drexel University
    Instructor
    Drexel University Sep 2007 - Jul 2008
    Philadelphia, Pennsylvania, Us
    Taught Computer Game Development to Digital Media and Computer Science undergraduates; covered topics in modeling, animation, and AI.
  • Dragonfire Magazine
    Multimedia Developer
    Dragonfire Magazine Jul 2005 - Dec 2006
    Created interactive Flash experiences to accompany articles; installed and managed Shoutcast server for online radio station
  • Environmental Tectonics Corporation
    Multimedia Developer
    Environmental Tectonics Corporation Apr 2006 - Sep 2006
    Southampton, Pa., Us
    Created 3D product visualizations and walkthroughs; designed and developed multiple department websites; edited video for internal and external presentations

Will Muto Skills

Python Maya Katana Mari Nuke Pyside/pyqt Houdini Computer Animation Game Development Modeling Software Design Flash Mel Actionscript Javascript Character Animation Adobe Creative Suite After Effects Digital Media Texturing Mysql Premiere

Will Muto Education Details

  • Drexel University
    Drexel University
    Digital Media
  • Drexel University
    Drexel University
    Digital Media
  • Salesianum
    Salesianum

Frequently Asked Questions about Will Muto

What company does Will Muto work for?

Will Muto works for Industrial Light & Magic

What is Will Muto's role at the current company?

Will Muto's current role is Lead Technical Artist / CG Supervisor at Industrial Light & Magic.

What is Will Muto's email address?

Will Muto's email address is wi****@****ilm.com

What is Will Muto's direct phone number?

Will Muto's direct phone number is +120692*****

What schools did Will Muto attend?

Will Muto attended Drexel University, Drexel University, Salesianum.

What skills is Will Muto known for?

Will Muto has skills like Python, Maya, Katana, Mari, Nuke, Pyside/pyqt, Houdini, Computer Animation, Game Development, Modeling, Software Design, Flash.

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