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EXPERIENCE

Software Engineer
Pixar Animation Studios

April 2021 - Feb 2025

  • Designed, developed, and maintained C++ and Python tools and workflows for the Sets department in Maya, Presto, and Houdini.

  • Directed and implemented the integration of a Houdini-based vegetation toolkit into the asset pipeline.

  • Investigated the adoption of maya-usd by collaborating with technical directors and Autodesk to test, report, and prioritize blockers.

  • Co-led Pixar’s Women in Technology Employee Resource Group, developing a six-month mentorship program and leading a team of five to deliver outreach initiatives, including field trips, science projects, and virtual mentorship sessions to foster girls' interest in STEAM.

Lead Software Engineer

Blue Sky Studios

Mar 2020 - April 2021

  • Led an Agile-Scrum team of 7 to integrate a new USD-centric, version-controlled pipeline for layout, stereo, and effects.

  • Collaborated on the code for exporting data from Maya to USD and developed the UI for 20+ layout artists, ensuring stable and valid USD data for downstream departments.

  • Defined the architecture for the USD camera pipeline, including reiterating to improve shot-based camera fixes.

  • Prioritized and communicated cross-departmental workflows and roadmaps, presenting bi-weekly goals and accomplishments to key production stakeholders.

  • Managed the software development cycle, including gathering user stories, research, architecture, development, testing, and releases of tools and workflows to support departments working in Maya. 

  • Reviewed developers’ code, provided feedback, and encouraged sharing and collaboration to develop team knowledge.

Software Engineer

Blue Sky Studios

Oct 2018 - Mar 2020

  • Created and supported Rigging & Animation plugins for Maya in C++ and Python.

  • Designed and developed a custom wire (curve and matrix) driven skin cluster deformer for facial and spine rigs.

  • Collaborated with artists and Autodesk to improve rig performance and isolate bugs in Maya’s evaluation manager

Research & Development Intern

Blue Sky Studios

Jun 2018 - Aug 2018

  • Designed a machine learning framework to predict rendering times of upcoming feature films.

  • Defined the training data by the scenes' complexity.

  • Constructed the ML model using Nuke and Python.

  • Won the 'Most Creative' award at Blue Sky Studios' internal hackathon alongside three R&D team members.

3D Programming Intern

Ubisoft Toronto

May 2017 - Aug 2017

  • Implemented C++ features to improve the visuals and creative control in the 3D game universe of Starlink: Battle for Atlas.

  • Improved existing 3D functions in the Snowdrop engine.

  • Collaborated with technical directors to ensure that the visuals align with the creative director’s vision.

QUALIFICATIONS

UNIVERSITY OF TORONTO

TECHNICAL SKILLS

Bachelor of Applied Science in Engineering Science

Specialization: Robotics

Graduation Date: Spring 2018 | Graduated with Honours

Dean's List | cGPA: 3.62

Unofficial Ranking in Final Semester: 12th out of 161

Programming: C++, Python, C

Applications: Maya, Presto, Houdini, Godot, Unity

Experience developing on: Windows, Unix/Linux

Revision Control Software: Git, Perforce, SVN

Shader Languages: HLSL/GLSL

Other: USD, PyQt, OpenGL

CREDITS

PUBLICATIONS

Japan Toy Culture Foundation Novel Technology Paper Award for Amusement Culture

IROS 2017: FABRICATION, MODELING, AND CONTROL OF PLUSH ROBOTS

© 2026 by GRACE KUMAGAI

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