Aaron Sims Creative
Technical Director, Pipeline Supervisor
Technical Director, Pipeline Supervisor
From Sep 2016 To Apr 2020
- Spearheaded the creation of the ASC pipeline, integrating it seamlessly with the Shotgun system for streamlined operations.
- Developed custom DCC integrations, publishing, and artist tools, enhancing workflow efficiency and creativity.
- Implemented numerous event listeners for functions ranging from project initiation to artist review notifications.
- Innovated a DCC-integrated timesheet program, allowing real-time tracking of artist time cards across multiple platforms including Maya, Nuke, Photoshop, Mari, and Houdini.
- Designed mass-distribution tools for consistent configuration rollout across all projects.
- Created a Maya/Deadline turn-table tool with one-click functionality, drastically reducing the time to build fully lit and rendered turn-tables.
- Developed a farm-enabled playblast utility and a dynamic caching utility, optimizing rendering and caching processes.
- Pioneered a Dropbox-enabled remote publishing utility, enabling artists to contribute to the Shotgun pipeline from any global location.
Asura
VFX Supervisor, Technical Director
From Dec 2017 To Oct 2018
- Fulfilled the role of Supervisor, ensuring the seamless execution of computer-generated elements.
- Designed complex character rigs, contributing to the realistic portrayal and movement of digital characters.
- Executed camera match moving and animation, enhancing the visual continuity and realism of scenes.
- Directly involved in character animation, showcasing a blend of technical skill and creative artistry.
- Led and managed a team of artists, fostering a collaborative environment and ensuring project goals were met.
See on IMDB
The Mist
CG Supervisor, Technical Director
From Sep 2016 To Jun 2018
- Engineered advanced rigs for horse motion capture data, including spring-driven rigs for more natural secondary animations.
- Conducted comprehensive simulations for cloth, rope, chain, and hair, enhancing realism in visual effects.
- Led a team of artists in shot assembly and additional cloth simulations, fostering collaboration and quality.
- Pioneered the development of the studio's pipeline, optimizing workflows for both the studio and the show.
- Skillfully animated, rigged, and match-moved a zombie baby, demonstrating versatility in character animation.
- Supervised animation sequences for the zombie baby, the four horsemen, and spiders, ensuring consistency and quality.
- Rigged spiders and executed their hair simulations, adding intricate detail to creature effects.
See on IMDB
Midnight Texas
CG Supervisor, Technical Director
From Sep 2016 To Jun 2018
- Supervised the FX team, ensuring efficient workflow and high-quality visual effects.
- Conceptualized and created ghost and smoke elements, adding unique visual elements to the series.
- Took on compositing responsibilities for several key shots, blending elements seamlessly.
- Rigged a demon character and managed the animation team, ensuring lifelike and coherent animations.
See on IMDB
Stranger Things
VFX Supervisor
From Sep 2016 To Jun 2018
- Led the Supervision for reworked shots in Season 1 of "Stranger Things," ensuring high-quality visual outcomes.
- Developed specialized tools for the lighting and rendering team to enhance efficiency and shot finalization.
See on IMDB
The Third Floor
Kid Robot
Crowd Sim & Character TD
From Jul 2016 To Sep 2016
- Established and configured characters for Golaem Crowd Simulations, ensuring dynamic and realistic crowd behaviors.
- Developed specialized Golaem rigging tools for automating behavior clips creation from existing animations, enhancing workflow efficiency.
- Innovated tools for converting traditional rigs into Golaem capture rigs, demonstrating technical adaptability and problem-solving skills.
- Rigged characters and props, contributing to the foundational elements of character movement and interaction in the project.
See on IMDB
Thor: Ragnorok
Compositor, VFX Artist
From Jul 2016 To Sep 2016
- Operated as a Maya Animator and After Effects compositor in the pre-production phase, contributing to the post-compositing of several key shots.
- Developed a specialized pre-production effect for the depiction of Valhalla's demise, showcasing innovative problem-solving and technical proficiency.
- Undertook Technical Director responsibilities, including the creation of a system involving advanced mathematical concepts, enhancing the visual storytelling and effects realism.
- Contributed to the film's visual development with a blend of animation, compositing, and technical development skills, aligning with the project's creative vision.
See on IMDB
Nehza
Technical Director, VFX Artist
From Jul 2016 To Sep 2016
- Functioned as a TD and modeler in Maya, expertly crafting and rigging various weapons and props for animation, showcasing both artistic skill and technical precision.
- Developed shaders and materials, enhancing the visual appeal and realism of each asset.
- Created specialized tools for efficient scene material management, streamlining workflows and improving overall production efficiency.
- Conducted preliminary crowd simulation work using Golaem, contributing to the dynamic portrayal of crowd scenes and enhancing the film's immersive quality.
TD
Technical Director
From Jul 2016 To Sep 2016
- Developed innovative tools for Golaem Crowd simulations, simplifying the process of integrating hand animations into crowd scenes, thereby enhancing the realism and diversity of crowd behaviors.
- Created efficient tools for quick material renaming directly in the viewport, streamlining the workflow for artists and improving overall productivity.
Gradient FX
Stranger Things
Nuke Compositor
From Mar 2016 To Jun 2016
- Fulfilled the role of a Nuke Compositor on several episodes of "Stranger Things," skillfully blending CG elements with live-action footage to enhance narrative and visual appeal.
- Played a pivotal role in compositing a large CG alien organism, achieving a seamless integration with the live-action environment.
- Handled complex compositing of CG rope elements that interacted dynamically with live-action actors, showcasing meticulous attention to detail.
- Added a range of visual effects including floating debris and magical elements, contributing to the creation of a captivating and immersive world.
See on IMDB
The Last Ship
Nuke Compositor
From Mar 2016 To Jun 2016
- Operated as a Nuke compositor for "The Last Ship," skillfully integrating CG and live-action elements to enhance visual storytelling in an episodic TV format.
- Executed complex compositing tasks including the integration of full-size props and sets such as ships, islands, and helicopters, and the addition of muzzle flashes, blood elements.
- Employed advanced techniques for element removal and replacement, ensuring seamless integration and scene continuity.
- Played a crucial role in compositing realistic explosions, adding intensity and realism to action sequences.
See on IMDB
Fear the Walking Dead
Nuke Compositor
From Mar 2016 To Jun 2016
- Served as a Nuke Compositor on "Fear the Walking Dead," specializing in merging CG with live-action footage to create immersive set extensions and scene enhancements.
- Executed sky replacements, including the procedural generation of star fields, adding depth and realism to various scenes.
- Applied detailed visual effects such as blood hits and zombie enhancements, contributing to the show's signature aesthetic and visual impact.
- Utilized a blend of technical expertise and creative problem-solving to ensure seamless integration of visual elements within the episodic TV format.
See on IMDB
Masters FX
The Belko Experiment
CG Supervisor
From Aug 2015 To Jan 2016
- Led as CG Sequence Supervisor, overseeing the creation and execution of numerous complex CG integration shots including match-move wounds, exterior environments, scene extensions, and practical effects integration.
- Developed a Nuke Pipeline, equipping artists with tools for efficient shot logging and rendering, featuring templated scene builds that automatically assemble basic comps with appropriate footage and settings.
- Innovated a slate builder tool for rendering accurate slates with artist names, running times, version numbers, etc.
- Managed and supervised a team of 12 artists, encompassing both Maya and Nuke specialists, ensuring smooth collaboration and high-quality output.
- Directly involved in compositing CG and chroma-key plate shots, demonstrating technical proficiency and creative problem-solving skills.
- Scripted production tools for assembling a large volume of "monitor" shots efficiently from an EDL (Edit Decision List).
- Assisted with the integration and management of the Shotgun pipeline, coordinating work assignments and project tracking.
See on IMDB
Pipeline Developer
Pipeline Developer
From Aug 2015 To Jan 2016
- Developed a comprehensive Nuke pipeline system, enabling instant shot setup with read and write nodes, and streamlined organization of shots and assets.
- Authored additional tools for the Shotgun platform, enhancing project management and workflow efficiency.
- Innovated a utility for creating multi-sequence "security monitor" shots, capable of rapidly building complex grids with numerous monitors, significantly reducing manual compositing time and effort.
- Enabled the production of high-volume, intricate compositing work in mere seconds, dramatically saving months of manual labor and expediting project timelines.
Prologue Films
TD
Cloth Sim Artist
From Jul 2015 To Jul 2015
- Innovated a cloth simulation utility designed for efficient transfer across multiple geometries, streamlining the process of applying one simulation setup to various characters.
- Executed detailed cloth simulations for main characters in all cinematics, contributing to the realistic and dynamic portrayal in each scene.
Destiny
Cloth TD
From Jul 2015 To Jul 2015
- Used nCloth in Maya to create realistic cloth simulations
- Innovated a cloth simulation utility designed for efficient transfer across multiple geometries, streamlining the process of applying one simulation setup to various characters.
- Executed detailed cloth simulations for main characters in all cinematics, contributing to the realistic and dynamic portrayal in each scene.
See on IMDB
Syndrome Studios
Ultimate Animals
Project Lead / TD
From Nov 2014 To Mar 2015
Created many quadruped rigs for animal animations. Developed several pipeline tools using Python. Created textures for many animals. Used Shave and a Haircut to create animal Fur. Setup lighting for various scenes. Created particle systems for swarms and fluid effects. Did a number of animal character animations, and managed the animation pipeline. Setup and managed final renders.
Fall Out Boy - "Centuries"
Sr. Generalist / Crowd Sim TD
From Aug 2014 To Oct 2014
Worked primarily in crowd simulations using Golaem and Maya. Created and rigged Roman characters for crowd sims. Did lighting, texturing and rigging on Roman Colosseum. Handled most of the camera tracking using SynthEyes. Populated the Colosseum with crowds and setup shots for final rendering.
See on IMDB
Pause Festival Title Animation
Maya Generalist, Match-Mover
From Jan 2014 To Jan 2014
Match-moved plates, Created and Animated various shots and elements for integration into the plates.
People's Choice Awards Stage Graphics
Maya Generalist
From Oct 2013 To Jan 2014
Modeled, Textured, rigged and animated several various Stage Graphics for the 2014 People's Choice Awards
Disney XD Commercial Bumpers
Maya Generalist
From Dec 2013 To Dec 2013
Created graphic elements for commercial bumpers
EDC (Electric Daisy Carnival) Title Animation
Maya Generalist
From Nov 2013 To Dec 2013
Created a series of dynamic effects, including CG fireworks, Fluid Effects, Streamers, Butterfly swarms and Confetti. Also built several animation rigs and did some lighting and texturing.
Various Projects
Maya Generalist
From Sep 2012 To Nov 2013
History Channel graphics, Katy Perry Stage Graphics, People's Choice Award Graphics, Electric Daisy Carnival graphics. Work is usually between one day and three weeks at a time on various projects. Some projects I only work as an animator, others I cover the gamut of needs for the effects desired.
Katy Perry Stage Graphics
Maya Animator
From May 2013 To May 2013
Created and animated stage graphics for display at a live event. Used some mathematical formulas in a MEL script to animate many of the parts.
The Bible - Title Graphics
Z-Brush, Maya Artist
From Feb 2013 To Feb 2013
Created graphic elements for promotional content.