Daniel Vasquez
Senior Software Engineer
- d@nielvas.co
- nielvas.co
- linkedin.com/in/danvas
- Vancouver, Canadaxʷməθkʷəy̓əm, Sḵwx̱wú7mesh and səl̓ílwətaʔɬ
Summary
10+ years of hands-on experience building cross-platform applications designed to streamline 3D content creation in complex pipelines and workflows of all scales. Key contributor on a 3D rendering platform at a startup that was acquired by LFX Digital. Currently building working knowledge of ComfyUI and n8n for generative AI workflows and automation.
Skills
Python, JavaScript, TypeScript, C++, Bash, PowerShell, HTML, CSS, React.js, Next.js, Three.js, Autodesk Maya, Blender, Photoshop, Frostbite Engine, Git, Perforce, FastAPI, Flask, AWS S3/EC2, GCP, Docker, GitHub Actions
Experience
Senior Software Engineer
2025–now
- Own end-to-end development of 3D tooling for apparel Design & Development, partnering with designers, product managers, and backend engineers to turn workflow pain points into DCC plugins and automated rendering pipelines that get products development-ready earlier in the line cycle.
- Driving a modular redesign of the asset processing platform, separating Blender, VStitcher, and Illustrator domains with tests, documentation, and CI, so the product can be extended and maintained without cross-team handoffs.
- Served as lead engineer overseeing delivery of an Illustrator plugin with broad, company-wide adoption, guiding scope, technical direction, and release alongside cross-functional stakeholders.
Technical Artist II
2024–2025
- Designed new data types and implemented a camera system in Frostbite to streamline artist tools, enabling cross-functional teams to iterate faster on character reviews.
- Wrote DCC and CLI tooling to automate content integration, accelerating productivity for Live Service game content, closely collaborating with Engineers, Art Directors, and Development Directors.
- Wrote Python scripts to extract and transform data from game assets into structured datasets for strategic analysis.
Software Engineer
2019–2022
- Led R&D to develop a feature for collaboratively viewing and annotating 3D models on a web frontend, integrated in an established DAM system.
- Collaborated with backend engineers to build a compute graph framework on AWS EC2, designed for scalable rendering and processing of 3D assets on the cloud.
- Wrote Python scripts for an ETL pipeline to migrate thousands of 3D assets from SharePoint to DAM.
Software Developer (Pipeline TD)
2016–2018
- Designed Python plugins automating 3D modeling workflows and implemented a video player plugin, leveraging ShotGrid API, to visually identify assets during playbacks, greatly improving the review experience during dailies.
Software Engineer
2014–2015
- Lead developer of a Python API for high-throughput image processing in a panoramic stitching pipeline, resulting in a publication at SIGGRAPH 2015.
Education
Bachelor of Computer Science
2012–2016
Graduate Certificate, 3D Animation
2006–2007
Bachelor of Science, Honours Biochemistry
2001–2006
Publications
Roundshot Pipeline at MPC for "Godzilla"
2015
- Automated a high-throughput panoramic image stitching pipeline and quick-preview tools for feature films (Godzilla), streamlining environmental ingestion for compositing and lighting teams.