Daniel Vasquez
Software Developer
Highlights
Eight years of hands-on developer experience building desktop tools, web apps, and backend solutions designed to streamline digital content creation for complex pipelines and workflows of all scales. Effectively collaborated as a key contributor on a 3D SaaS platform at a startup that was acquired by LFX Digital. Designed a Python API at MPC, resulting in co-authoring a SIGGRAPH publication.
Work Experience
20242024
Technical Artist II

• Develop and optimize content production tools within Frostbite game engine, enhancing workflow efficiency for AAA game development. ... See more

• Ownership of Live Service content support, ensuring smooth cross-team collaboration using timely and clear communication, and proficient debugging skills.

• Design new asset data types and implement a camera system in Frostbite Schematics to streamline the character review process, resulting in faster iteration cycles for stakeholders.

Python • Perforce • Frostbite Engine • Maya • C# • Photoshop • Lua
2019 - 20222019 - 2022
Software Engineer

• Proactively led the development of web 3D viewing and annotating solutions for the product life cycle at leading apparel brands like Lululemon. ... See more

• Wrote plugins in Python and C++ for various third-party 3D software.

• Contributed to a compute graph framework on AWS for scalable cloud-native rendering and processing of 3D assets.

• Extended and debugged Python processes in our compute framework.

• Started tenure at a startup which was acquired by LFX Digital.

Python • C++ • glTF • Browzwear VStitcher • CLO 3D • Blender • 3dsMax • React.js • JavaScript • Electron.js • MaxScript
2016 - 20182016 - 2018
Software Developer (Pipeline TD)

• Designed and developed a plugin for 3D sculpting software to export and publish large FBX assets and texture files, and a ShotGrid/RV tool to visualize asset metadata in dailies. ... See more

• Supported over 20 artists across the pipeline, debugged issues in asset management and workflows.

• Extended PyQt tools for the setup, caching, viewing, and tracking of thousands of digital assets.

Python • Nuke • PyQt • ShotGrid / RV • Maya
2014 - 20152014 - 2015
Software Engineer

• Designed and implemented a Python API to automate high-throughput processing of images for panoramic stitching, resulting in a co-authored publication at SIGGRAPH 2015. ... See more

• Provided technical support to over 20 internal customers.

• Oversaw updates on environments, ensuring timely and scheduled releases.

Python • Nuke • Linux • Shell scripting • PyQt • ShotGrid • Maya
2010 - 20162010 - 2016
Technical Artist

• Conceptualized and created visual media for science education, mechanism-of-action renderings, and marketing for clients such as United Nations, GenomeDx, Telus, and Nissan. ... See more

• Created 3D content and visual effects for animated or live-action films, and mobile apps.

• Wrote software tools and scripts to streamline animation process.

Maya • Photoshop • After Effects • Python
Education
2012 - 20162012 - 2016
University of British Columbia

Bachelor of Computer Science

2006 - 20072006 - 2007
Seneca Polytechnic

Graduate Certificate - 3D Animation

2001 - 20062001 - 2006
McMaster University

Bachelor of Science - Honours Biochemistry

Publications
20152015

SIGGRAPH

For "Godzilla" and many upcoming films at MPC, hundreds of panoramic images were acquired and a proper pipeline was needed to supply departments with quick previews and automated stitching. We were tasked with capturing and recreating many on-set locations. Roundshots are panoramic images captured on set for use in compositing, lighting and environments.

Accurate incorporation and interpretation of the captured images for use in film is essential to maintain the visual and spatial information as well as to better accommodate creative direction. Several new processes were required to update MPC's pipeline to accommodate a large amount of data with a dynamic workflow. With such a broad array of images, a combination of automation and stakeholder visibility were needed to use them effectively.

Last modified: Thu Jan 30 2025
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