Daniel Vasquez

Senior Software Engineer

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
lululemon Inc. · Aug 2025 – Present
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
Electronic Arts Inc. · Mar 2024 – Mar 2025
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
LFX Digital · Jul 2019 – Dec 2022
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)
Scanline VFX · Apr 2016 – Jul 2018
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
MPC · May 2014 – Aug 2015
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
Seneca Polytechnic · 2006 – 2007
2006–2007
Bachelor of Science, Honours Biochemistry
McMaster University · 2001 – 2006
2001–2006

Publications

Roundshot Pipeline at MPC for "Godzilla"
SIGGRAPH · Jul 2015
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.