TAYLOR SHAW *** W **th Street, Apt *C
******@**********.***
1-415-***-**** http://www.taylorshaw.net/resume New York, NY 10023
OBJECTIVE Full-time or freelance employment commencing spring 2011. Particular interests
include feature and commercial animation and effects, motion graphics, graphics
p rogramming, shader development, effects development and software engineering
WORK Blue Sky Studios Fall 2008 Present
EXPERIENCE Effects Technical Director, Sequence Lead
Created visual effects for the animated feature films Ice Age 4, Rio, Ice Age 3 and
related marketing. Typical shot work involved particle, fluid and rigid body
simulation, shader development and development of effects pipelines. Sequence
lead responsibilities included interacting with other departments as effects
representative, overseeing effects shot work on a sequence, resource
management, and development of reusable effects systems.
PDI/Dreamworks 2004 Fall 2007
Visual Effects Animator
Created visual effects for the animated feature films Madagascar 2, Shrek the
Third, O ver The Hedge, Madagascar, and related television and print marketing.
T ypical shot work involved shader development, particle and fluid simulation,
crowd simulation, rendering, compositing, basic modeling, and development of
reusable effects systems and pipelines.
PDI/Dreamworks 2002 2004
Technical Director Lighting and Effects
Provided technical and pipeline support for lighting and effects teams on the
feature films Madagascar and Shrek 2. Responsibilities included pipeline
development, shader writing, render optimization and debugging, resource
management, and some effects shot work. Larger projects included design of
randomized shader networks for crowd surfacing, and implementation of lighting
pipelines for PDI s global illumination and hair volume shadowing systems.
Industrial Light and Magic Summer 2000
Research and Development Technical Director (Intern)
Designed and implemented productivity-enhancing plugins for
Alias Wavefront s Maya software, to be used internally at ILM. Extensive use
of Maya, the Maya API and OpenGL.
TECHNICAL Programming experience in C, C++, Python, Perl, OpenGL, MEL, Java, Unix shell.
SKILLS Knowledge of Maya, Houdini, Shake, Nuke, RenderMan, AfterEffects.
Extensive experience with rendering, shader writing, compositing, simulation.
Strong knowledge of computer graphics rendering theory, techniques and
programming with particular emphasis on film and video games.
Worked under Linux/Unix(IRIX, AIX, Solaris), Windows, MacOS.
EDUCATION Brown University, Providence RI
B.A. with Honors in Computer Science Graduated May 2002
Honors Thesis studying and implementing physically-correct Monte Carlo
rendering architectures, including an implementation of the Metropolis Light
Transport algorithm.
UTRA Fellowship studying spacetime constraint-based animation techniques.