Ryan Galloway Software Engineer | San Francisco Bay Area | 415.448.6713 | ryan@rsg.io Summary Broad knowledge and experience with CG pipeline from motion capture to rendering and stereo, Articulate communicator, highly collaborative and effective leader of high profile projects, Diverse technical skills and knowledge, including CG pipeline, web and GUI development, Balanced attention to long term strategies and short term needs; always asks why, not just how, Proactive and adept at finding innovative, flexible and elegant solutions to complex problems, Leverages years of production experience to effectively collaborate with CG artists. Professional Experience Industrial Light + Magic, San Francisco, CA 2011-present Software Engineer (Jun. 2011–present) Research, design and develop software tools for ILM's CG pipeline, Contributing member of the Alembic open source project, Wrote tools supporting the Alembic caching pipeline, Applied principles of computer science and engineering to support legacy systems, Worked with artists to identify technology solutions and define workflows and interfaces. StereoBox, San Rafael, CA 2011 Head of Development (Jan. 2011–May 2011) Responsible for overseeing design and development of production pipeline, Responsible for implementing software development best practices at the studio, Designed and implemented custom pipeline, dailies and asset management tools, Prototyped proprietary stereoscopic depth grading tool aimed at the commodity software market, Worked with upper management to coordinate development and pipeline efforts, both internally and with external global partners. ImageMovers Digital, Novato, CA 2007-2010 Associate CG Supervisor (Mar. 2010–Dec. 2010) Responsible for ensuring the stability of the pipeline through production of Mars Needs Moms, Mitigated risks of pipeline and workflow changes to meet immediate needs of production while facing high attrition rates and an aggressive production schedule, Attended regular meetings with senior staff to communicate, prioritize and resolve critical issues. Lead Production Engineer (Sept. 2008–Mar. 2010) Production engineering area lead, responsible for overseeing artist-facing tools and pipeline team, Led facility-wide pipeline efficiency improvements and forward-thinking pipeline initiatives, Interviewed several production engineering and R&D candidates and contributed to annual production engineering staff reviews, Designed, oversaw and led the development of several key production pipeline tools, including Next-gen production asset, scene assembly and management pipeline, Pipeline 2.0, CG Lighting and rendering user-interface, Isotope, File asset management and production tracking system, Loco. Routinely collaborated with department leads, VFX & CG supervisors and development staff to Transition each department to the next generation pipeline, Mosaic, Ensure integration of high-quality code and systems into the production pipeline, Determine technical approaches for integrating new features into the pipeline. Senior Technical Director (2007–Sept. 2008) Designed and co-developed motion capture stage acquisition tool, Mometa, Worked on set with stage departments during the motion capture of A Christmas Carol, Designed and co-developed the studio’s stereo dailies system, Omni, Oversaw the integration of third-party applications Scratch, RV and Shotgun into the pipeline, Wrote and integrated several studio-wide production libraries in Python and PyQt. Industrial Light + Magic, San Francisco, CA 1999–2008 Technical Director (2001–2007) Responsible for compiling the various elements of a shot and seeing it through to completion, Designed and created lighting and the look of computer generated objects and scenes, Created images, effects and programs for digitally composited sequences, Worked with teams on a production to determine various design solutions, Knowledge of applicable software include Maya, Renderman, UNIX and scripting, Developed techniques for creating digital mountains and terrain used on Van Helsing, R&D’ed photomodeling techniques used on Star Wars: Episode II - Attack of the Clones, Triage supervisor for The Nightmare Before Christmas in Disney Digital 3-D, Developed tool for creating automatic sequence "cuts" for Bounty Hunter. Assistant Technical Director (2000–2001) Responsible for the setup and maintenance of a show’s environment. Responsible for tracking down and fixing problems with show scripts and software. Developed several scripts, for example: generating real-time cut sequences incorporating the latest version of any given shot for any given task-type for a show that lacked editorial staff. Proficiency in scripting languages including Python and UNIX shell scripting. Technical Assistant (1999–2000) Responsible for monitoring progress of overnight renders, Tracked and communicated errors, resource & network issues to technical directors & show supes, Tape backup and archiving, Python scripting, Responsible for allocating appropriate resources to overnight renders. Enluminari, San Francisco, CA 2005–2008 Founder (2005–2008) Offers CG production pipeline consulting and development services, Development and licensing of diverse b2b commodity software, Design and development of web apps using Python, Javascript, MySQL and Flash, Launched popular web sites, including myrental.org and speechable.com. Tandemedia, Columbus, OH 1998–2001 Founder, Creative Director (1998–2001) Founded a b2b media firm to serve the needs of Internet content creation for local businesses, Collaborated with and managed a small team of engineers and sales staff, Created dynamic web sites in Flash, HTML and Javascript, Created database-backed Internet storefronts and shopping carts, Negotiated a successful sale to a competing firm. Filmography Pledge, The (2001) (cg technician) Jurassic Park III (2001) (cg technician) Majestic, The (2001) (cg technician) E.T. The Extra-Terrestrial (2002) (cg technician) K-19: The Widowmaker (2002) (cg technician) Signs (2002) (cg technician) Star Wars: Episode II - Attack of the Clones (2002) (digital effects artist) Hulk (2003) (digital effects artist) Master and Commander: Far Side of the World (2003) (digital effects artist) THX1138 (2004) (digital effects artist) Van Helsing (2004) (digital effects artist) Star Wars: Episode III - Revenge of the Sith (2005) (digital effects artist) XXX2: State of the Union (2005) (digital effects artist) War of the Worlds (2005) (digital effects artist) (uncredited) Poseidon (2006) (digital effects artist) Pirates of the Caribbean: Dead Man’s Chest (2006) (digital effects artist) (uncredited) The Nightmare Before Christmas in Disney Digital 3-D (2006) (digital effects artist) Pirates of the Caribbean: At World's End (2007) (digital effects artist) The Spiderwick Chronicles (2008) (digital effects artist) A Christmas Carol (2009) (lead production engineer:IMD) Mars Needs Moms (2011) (Associate CG Supervisor:IMD) Captain America: The Winter Soldier (2014) (technology) Strange Magic (2015) (production engineering) Star Wars: The Force Awakens (2015) (digital artist) Rogue One (2016) technology) Education / Skills B.S. Computer Information Science, The Ohio State University, Columbus, OH (1999) Python, PyQt, C++, Javascript, HTML, MEL, Linux, Mac OS Working knowledge of Maya, Houdini, Nuke, Photoshop, Shotgun, RV