Pete Upson




Pete Upson profile pic

Technical Manager, Technical Artist, Technical Director residing in the SF Bay Area


Experience


2022-Present

Global software development and tool support for all aspects of the Pixar pipeline, including Python tools for Houdini (VEX), Katana (Lua, Opscript, CEL), Maya (MEL, PyQt), Presto, Perforce, USD assets, and proprietary database interface tools (SQL).

• Coded a customizable slate overlay plugin for Autodesk’s OpenRV. Plugin interfaced with media source data and queried production databases to display current take and department statuses.
• Created a pipeline for layout and lighting artists to allow setting obscuring geometry invisible to camera rays in Pixar’s proprietary 3D application, Presto. Set geo is tagged with a custom USD attribute that persists through shot conversion to Katana renders.
• Programmed exception catching and reporting for the motion graphics pipeline, auto creating database error reports and sending alert emails to relevant users.
• Created multiple automated scripts for layout and character departments and packaged operations into PyQT guis for ease of use.
• Programmed automated cron render tasks for characters and lighting.
• Unified UV garment pipeline tools from multiple show branches and debugged incompatible code to create one master tool.
• Debugged several proprietary tool errors, added exception handling and reporting.
• Created a quadruped rigging character sheet for characters and animation.
• Assisted character artists in the creation of custom lookdev test shots.
• Debugged Houdini export, conversion, and render scripts for fx-driven volume characters.
• Debugged, troubleshot, and worked cross-functionally with engineers and artists to resolve USD errors with assets, scenes, and materials.
• Performed Previz/Layout Artist duties.



2019-2022

Technical Artist on the Facebook/Meta Avatar sticker team: Collaborated with cross-functional engineering and art teams to create and manage artist pipelines for the 2.5D and 3D Avatar Sticker character products.

• Built and managed the artist/vender pipeline between Maya, Photoshop, Blender, Illustrator, Perforce, Shotgrid, Spark, and the proprietary Facebook render ecosystem.
• Created several new product feature pipelines, including adding profile pics, cover photos, super awesome text posts, and more customizable looks like jewelry, tattoos, and DEI user options.
• Programmed Photoshop menu plugins and templates to automate repetitive designer tasks like the import/export and organization of thousands of assets.
• Coded an automated QA tool that generated a series of test images and compositions for creative review.
• Built and automated the customizable emoji reaction product matching to avatar features.
• Prototyped and engineered shader and lighting solutions to increase mobile render performance.
• Wrote a Maya toolshelf of creation and posing tools for our 3D artists with PyQT.
• Identified and updated tools in our pipeline to the new 3D assets.
• Migrated our Maya tools from generic Maya gui boxes to customized, dynamic, polished Python QT windows.
• Created automated Photoshop templates with custom mattes, guides, and layers for our design team and vendors.
• Programmed a Blender pipeline to round trip convert customized glb assets into poseable fbx Maya scenes.
• Prototyped and collaborated cross-functionally with the 3D Avatar team to create the first working animated sticker product and build a functional, performant 3D animated sticker pipeline.
• Designed and created interactive AR/VR experiences with Facebook’s proprietary real-time tool, Spark.
• Wrote tool documentation and technical specs for product and tool requests.
• Setup and maintained the Perforce database for our local artists and remote vendors. Migrated our pipeline from Dropbox and Google Drive to Perforce.
• Created and delivered vendor packages. Managed vendor deliveries and organized our asset database.
• Trained artists and vendors on the sticker pipeline, fielded tool requests, and provided daily support.
• Coded tools in Python (PyQT), Javascript, Extendscript, MEL, C#, and HLSL/GLSL.
• Worked cross functionally with London-based engineers to increase performance including omitting transparencies, excluding similar pixel rendering, and experimenting with different shader/material libraries.

Portal AR Team: Technical Artist on the Portal TV (codename "Catalina") AR team, designing and creating AR/VR prototypes with Unity, Spark, C#, and Javascript.

• Prototyped and assisted in the creation of online multiplayer AR Lip Sync experience.
• Created playable prototypes in Unity, using an Xbox connect to simulate the potential AR capabilities of the incomplete Catalina unit.
• Conceptualized and developed Unity UI/UX designs.
• Developed full navigable menu systems, a interactable dressing room with constrained props and the logic and flow of the lip sync experience itself with simulated FX.
• Directed our vendors in the creation of final assets, adapted heavy assets to make them performant, and wrote HLSL shaders to replace textures to further increase performance.
• Worked with the game developers and engineers to code Unity C# game scripts, setup scenes, and wire and animate assets.
• Managed a cross-functional effort with the Facebook Audio team to integrate their beat detection software to drive our effects logic.
• Created, animated, programmed, the cameras, assets, and effects in the final game.

Facebook Technical Artist Work Examples


2017-2019
• Spearheaded company-wide reorganization of 3D Star Wars franchise library and delivery system cutting asset request turnaround times from 2 weeks to 2 days.
• Created process design, prototyped, and technically managed cross-functional teams in the creation of a product delivery application that eliminated work order redundancy and ensured security of thousands of multi-million dollar assets.
• Responsible for the curation, technical fidelity, creative quality checking, and story continuity use of all digital Star Wars franchise products across 12 multi-million dollar projects in film, games, parks, and animation including Star Wars: The Last Jedi, Solo: A Star Wars Story, EA's Star Wars Battlefront 2, Star Wars Resistance, Rebels, Mandalorian, and the Galaxy's Edge attraction at Disneyland.
• Performed essential creative and technical tasks for the completion of 3 blockbuster feature films and one television series grossing over $1.5 billion. Projects included Solo: A Star Wars Story, Transformers: The Last Knight, Ready Player One, and The Clone Wars animated series.
• Artist duties included storyboarding, previs, camera layout, matchmove, matchamation, and photogrammetry, LIDAR processing, set extension modeling, 2D and 3D Stereoscopy, Python tool scripting, and technical shot setup.

Clone Wars Previs/Story Work Camera Layout Work


2016-2017
• Managed a team of 10 technical artists to create multi-million dollar 3D and AR/VR media products for the pharmaceutical industry.
• Forecasted staffing needs for 10-20 person teams, strategized product scope to manage multiple concurrent projects, ranging $100K-$1M+ budgets, 4-24 weeks duration.
• Client-facing manager for product vision and iteration pitching to big pharmaceutical clients including Novartis and Boehringer Ingelheim.
• Collaborated with cross-functional design, development, sales, production, and remote contractor teams to drive 100% successful project completion.
• 3D Generalist duties including modeling, rigging, previs, animation, lighting, effects, rendering, and editing.

Medical Animation Projects


2015-2016
• Adapted script pages into interactive cinematic scenes for episodic games. Integrated animation libraries, edited audio and shot pacing, staged cameras and actors, and problem solved technical problems in a proprietary software pipeline.
• Performed Jira-driven, cross-discipline quality assurance for assigned scenes.
• Trained, coached, and mentored new team members.

Projects included:
Game of Thrones
Tales from the Borderlands
Minecraft: Story Mode
The Walking Dead

Combined Dreamworks/Telltale Reel


2007-2015
• Supervised 5-10 person in-house and remote creative teams to deliver and support 3D media products.
• Collaborated with directors and cross-functional department supervisors to manage technical problem-solving and creative production for brand specific animated cinematics.
• Developed workflows and programmed tools in MEL and Python to integrate emerging technology into existing animation and motion capture pipelines.
• Managed motion capture user experience sessions, acted as client-facing demonstrator capturing voice of the customer for corporate investors and media groups.
• Artist duties included previs and final layout, animating cameras and blocking characters, composing set dressing, setting stereo, editing playlists, scripting tools, meeting regularly with directors and art supervisors, and executing technical shot setup.
• Projects included media for the Classic Media, Madagascar, and How to Train Your Dragon franchises.

Penguins of Madagascar (Final Layout/Camera), B.O.O.: Bureau of Otherworldly Operations (Final Layout/Camera),
Peabody and Sherman (Final Layout/Camera), Turbo (Final Layout/Camera), Penguins (Character Rigging),
Rocky and Bullwinkle (Final Layout/Camera), Kung Fu Panda: Arena Spectacular (Final Layout/Camera),
Madagascar 3 (Final Layout/Camera), Dragons: Gift of the Night Fury (Final Layout Lead/Camera),
Megamind/Megamind: The Button of Doom (Rough/Final Layout/Camera), How to Train Your Dragon (Final Layout/Camera),
Merry Madagascar (Rough Layout), Madagascar 2 (Final Layout/Camera), Bee Movie (Final Layout/Camera)

Dreamworks Layout/Camera/Set Work



2005-2007
• Collaborated with directors, producers, and departments leads to create previs for animated feature films.
• Animated cameras and characters, cleaned and integrated motion capture data, composed set dressing, edited playlists, and executed technical shot setup.
• Developed the studio camera capture pipeline and scripted associated tools in MEL and Python.

Beowulf 3D (Stereo Camera TD)
Spiderman 3 (Camera TD)
Surf's Up (Rough/Final Layout/Camera)
Monster House (Final Layout/Motion Integration/Motion Editing)

Sony/Early Dreamworks Layout Work



1998-2002
• Piloted 3rd largest airframe in the world and supervised the maintenance and operation of an $85M
airframe on multiple global humanitarian and cargo transport missions.
• Coordinated with foreign customs and air traffic organizations to facilitate the delivery of thousands of troops and materiel
valued at $100M+ to military bases.
• Organized, scheduled, and managed multiple aircrews of up to 20 personnel.
• Developed and implemented mission plans and cargo delivery schedules.



Skills


• Creative Leadership (PDI Dreamworks, Viscira)
• Cross-functional Leadership (Viscira, Lucasfilm, Meta)
• Project Management (PDI Dreamworks, Viscira, Lucasfilm, Meta, Pixar)
• Product Management (Viscira, Lucasfilm, Meta)
• Program Management (Air Force, Lucasfilm, Meta)
• Training (Air Force, PDI Dreamworks, Viscira, Lucasfilm, Meta, Pixar)
• Technical Support (PDI Dreamworks, Viscira, Lucasfilm, Meta, Pixar)
• Vender Support (Viscira, Lucasfilm, Meta)
• Global Aircrew Management (Air Force)

• Python
• Javascript
• C#
• USD
• SQL
• Shader Code (HLSL/GLSL/Shaderlab)
• Web Development (HTML/CSS)
• VEX
• MEL
• LUA
• UNIX
• Lisp
• Pascal
• Basic
• Visual Scripting (Blueprints)

• Maya
• Modo
• Adobe Creative Suite (Photoshop/Illustrator/Dreamweaver/After Effects/Premiere Pro)
• Nuke
• Blender
• Katana
• Houdini
• Avid Media Composer
• Figma
• Final Cut Pro
• 3d Studio Max
• Motionbuilder

• Previs
• Layout
• Game Cinematics
• Story
• Animation
• Motion Capture
• Editing
• Matchmoving
• Story
• Modeling
• Rigging
• FX
• Lighting

• Unreal
• Unity
• Spark

• Perforce
• Git / Guthub
• JIRA
• Confluence
• Slack
• Google Suite
• Shotgrid
• Asana
• Linux (Redhat/Ubuntu/CentOS)
• iOS
• Windows

• Vicon
• Motion Analysis (MAC)
• Intersense
• Highball
• OptiTrack
• Blade
• DIVA
• IQ
• EvaRT
• Solver

• PPL
• IFR
• Multi
• Commercial
• Beechjet 400 rating (BE-400/MU-300)
• Military Ratings: C-5/C-5A Galaxy, T37 Tweet (Cessna 318)
• Civilian Experience: Cessna 152/172, Piper PA-28



Education


• UC Berkeley - Haas Business School (8/93-5/97) B.S. Degree, Business Administration
• Academy of Art (1/03-8/03) Courses Completed in Animation, Illustration, Editing, and Film Production.
• Gnomon School of Visual Effects (1/05-1/07) Courses Completed in Animation, Compositing, Advanced MEL Scripting, and Rigging.







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© 2024 Pete Upson