Work
I design, build and run the pipelines that animation productions live on — from the first asset to final
delivery, across studios, time zones and software packages.
Below are the projects I've led as Pipeline TD / Technical Director: my role in each, what I actually
built, the challenges I solved, and the technologies I used.
Featured Projects
Full CG Animation Feature Film — Goya Award nominated
Technical Director & Pipeline TD | February 2022 – April 2025 (3+ years)
- MagoProduction
- Mark13
- Filmax
- Sangnila
My role
As the project's Pipeline TD and Technical Director I implemented the production
pipeline from scratch for the Maya-based project, managing the workflow between Maya, Arnold,
Houdini, ShotGrid, Nuke, Photoshop and Premiere Pro. I worked directly with department leads to
understand production needs and identify workflow improvements, and managed and optimized DCC
software licensing in collaboration with the production team.
What I built
- Led the development of the Start Shot/Asset and Publish Shot/Asset tools embedded in Maya,
automating asset and shot creation and publication with ShotGrid API integration
- Python/PySide applications for DCC software integration and render farm management
- A Python/PySide solution enabling Nuke rendering on the Asia-based render farm, with seamless
asset integration into the production pipeline
- Tools bridging the gaps between the co-producers' different pipelines and naming conventions
- Documentation to help co-producers embrace the project pipeline
Challenges
- Intercontinental pipeline coordination: keeping asset synchronization seamless across
co-producing studios in Europe, Asia and South America
- Reconciling different pipelines and naming conventions for every co-producer
- Troubleshooting problematic Maya scenes and delivery-stopping issues under production pressure
- Getting Nuke to render on a farm it was never meant to run on
- Optimizing DCC licensing costs without ever blocking artists
Technologies used
2D Animated Series
Technical Director & Pipeline TD Lead — rigging, scene setup | October 2024 – January 2026 (1+ year)
- Pyjama
- MagoProduction
- Movimenti
- Doghead
My role
As Pipeline TD Lead for rigging and scene setup, I designed and implemented the Toon Boom Harmony
pipeline from scratch for a series produced across three studios, improving the Scene Setup
Department's workflow and the timing for starting new shots.
What I built
- Toon Boom Harmony pipeline implementation, reducing Scene Setup Department manual work by
approximately 30%
- A custom TBH startup flow to improve the timing of starting new shots
- Shot/Asset Creator Tool embedded in Harmony, automating scene creation with automatic import of
shot-pertinent assets based on Kitsu API data
- Shot/Asset Publish Tool embedded in Harmony, publishing directly to Kitsu
- Tools bridging the gaps between the three co-producers' different pipelines and naming
conventions
Challenges
- Unifying three co-producers with different pipelines and naming conventions into one coherent
workflow
- Cutting the heavy manual workload of the Scene Setup Department without disrupting artists
mid-production
- Making new shots start fast: a startup flow that gets artists animating sooner
- Driving scene setup from production data (Kitsu) instead of manual asset hunting
Technologies used
Production Experience
Freelance Full Stack Developer
September 2018 – Present
Full stack web development with JavaScript and NodeJS; ExpressJS and Laravel framework development;
REST API and CRUD development; Linux and Windows server administration; SQL database design and
management.
What I Bring to a Production
Pipeline architecture
Complete production pipelines from scratch — asset management, version control, rendering workflows
and cross-studio synchronization.
Tool development
DCC-embedded tools that automate critical production processes: shot/asset creation and publishing
with API integration, render farm management, pipeline bridging between studios.
Technical support
Direct support to artists and production teams — troubleshooting problematic scenes, resolving
delivery-stopping issues, keeping productions moving.