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Project Developer

Location:
Glendale, CA
Posted:
November 18, 2012

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Resume:

818-***-****

Shalin Shodhan abppbs@r.postjobfree.com

www.shalinshodhan.com

Tools Developer . Graphics Programmer . Game Designer . Shading Artist

Pixar Animation Working in the characters department on Monsters University . Responsible

Studios for shading over 300 different monsters in the film. Authored a procedural

Shading Technical painting tool Monster Paint for rapid pattern generation. Designed new

Director, shading re-use workflows to make large scale shading tenable.

2011-present

Shading Tools Lead, Primarily responsible for Pixar's shading tools and pipeline. Introduced

2009 2011 coshaders to the studio workflow and developed a robust shading variation

system-PSets. Supported over 50 artists on 4 concurrent film productions.

Spore Core Engine Worked on procedural texturing, effects, shaders, materials and global

Graphics Programmer, illumination. Received the Electronic Arts Technology Achievement Award

2005-2009 in 2006 for Asset Baking Technology- automatic UV mapping, texture splatting,

Maxis/Electronic Arts and ambient occlusion for procedurally generated game models. Led up the

Spore API project based on Spore's player-creativity social network.

Experimental Developed 50 experimental games at the rate of 1 game per person per week

Gameplay Project in a four person team. Formulated various rapid prototyping mantras and

Founder, 2005 formed an experimental gameplay community for independent developers.

See experimentalgameplay.com

Education Master of Entertainment Technology, Carnegie Mellon University, 2005

GPA 4.0 / 4.0

B.S. in Computer Engineering, L.D. College of Engineering, India, 2003

GPA 4.0 / 4.0

Presentations & (1) Jury member and session chair SIGGRAPH 2011, From the Ground Up

Publications (2) Jury member and session chair SIGGRAPH 2010 APIs for Rendering

(3) Stylized Rendering in Spore, GPU Pro: Advanced Rendering Techniques,

A.K. Peters, 2010

(4) Spore API, SIGGRAPH 2009

(5) Player-Driven Procedural Texturing, SIGGRAPH 07

(6) How to Prototype a Game in Under 7 Days, Gamasutra Feature, Oct. 2005

Word Mess Word Mess is an iphone/ipad game I have developed in my free time.

It's the only game on the app store that features procedurally generated word

clouds fit pixel accurately with dynamic shuffling. It has been the #1 game

amongst Staff Favorites in the Education category. I did the programming, art,

music and design for the game.

Skills C++, OpenGL, Python, Shading languages (RSL, GLSL/HLSL), AS3



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