EXPERIENCE
Software Engineer
Pixar Animation Studios
April 2021 - Feb 2025
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Designed, developed, and maintained C++ and Python tools and workflows for the Sets department in Maya, Presto, and Houdini.
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Directed and implemented the integration of a Houdini-based vegetation toolkit into the asset pipeline.
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Investigated the adoption of maya-usd by collaborating with technical directors and Autodesk to test, report, and prioritize blockers.
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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
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Led an Agile-Scrum team of 7 to integrate a new USD-centric, version-controlled pipeline for layout, stereo, and effects.
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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.
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Defined the architecture for the USD camera pipeline, including reiterating to improve shot-based camera fixes.
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Prioritized and communicated cross-departmental workflows and roadmaps, presenting bi-weekly goals and accomplishments to key production stakeholders.
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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.
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Reviewed developers’ code, provided feedback, and encouraged sharing and collaboration to develop team knowledge.
Software Engineer
Blue Sky Studios
Oct 2018 - Mar 2020
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Created and supported Rigging & Animation plugins for Maya in C++ and Python.
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Designed and developed a custom wire (curve and matrix) driven skin cluster deformer for facial and spine rigs.
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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
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Designed a machine learning framework to predict rendering times of upcoming feature films.
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Defined the training data by the scenes' complexity.
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Constructed the ML model using Nuke and Python.
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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
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Implemented C++ features to improve the visuals and creative control in the 3D game universe of Starlink: Battle for Atlas.
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Improved existing 3D functions in the Snowdrop engine.
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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
PUBLICATIONS
Japan Toy Culture Foundation Novel Technology Paper Award for Amusement Culture
IROS 2017: FABRICATION, MODELING, AND CONTROL OF PLUSH ROBOTS








