Pipeline Programming / Tool Development / OOP

Lighting / Shading / Rendering

Rigging / Compositing / Modeling

Python

95%

Git

80%

C++

70%

MySQL

50%

PySide / PyQt / Qt

95%

PyMEL / Maya Cmds

95%

Maya API (Python & C++)

90%

Nuke Python API

80%

Houdini Python API

70%

Houdini Development Kit

60%

Boost Python

60%

Maya

95%

Vray

95%

Mantra

90%

Nuke

80%

Houdini

60%

ZBrush

50%

German

100%

English

100%

Hi,

nice to meet you! My name is Timm Wagener, i’m a Pipeline Programmer (as opposed to Computer-Scientist or Developer) and Lighting / Shading TD with a background as Rigger and 3D Generalist. In 2015 i graduated with a Diploma in Technical Direction from Filmakademie Baden-Württemberg.

Being a programmer with deep roots as an artist in animation production, i communicate with technicians and artists in their native language. The ability to see problems from these two viewpoints, has often proven very helpfull in tackling and solving them and makes me a resourceful asset to any Pipeline Department.

My main areas of expertise

are pipeline programming, lighting, shading and rendering.

I’m using Python for about 6 years now and have gained a thorough understanding of its idioms, DCC APIs (Maya, Nuke, Houdini) and inner workings along the way. I enjoy writing clean, maintainable and pythonic code to the best of my abilities and always try to extend those.

I’m also using Maya for about 7 years now and there are probably very few aspects of that program left, that could surprise me. Additionaly i’m currently in the process of welcoming Houdini to my toolset, which we used as the main pipeline tool for our diploma short Skål.

My personal interests

are principles of good software architecture, programming, render theory and algorythms as well as forcefull, fast and unpretentious animation. I would describe my job as using the former in service of the latter, in order to support production and create polished imagery with impact.

Topics i focused on during my studies at Filmakademie include C++ and Houdini, parallel computing using the GPU, pipelining, the HDK and Maya C++ API.

Away from keyboard i enjoy football, it’s tragedies and golden moments, as well as music and nature.

Professional Experience

09/2015 – now

Python Developer

  • Contributing developer to Python Software Projects

08/2015 – 09/2015

Python Developer

  • Production Pipeline Development

07/2014 – 07/2014

Guest Lecturer

  • Rugbybugs Pipeline
  • Production Challenges and Solutions

03/2014 – 03/2014

Programmer

  • Pipeline Programming
  • Tool Development
  • Documentation

08/2013 – 10/2013

Programmer

  • Pipeline Programming
  • Tool Development
  • Documentation

03/2012 – 03/2012

3D Generalist

  • Sculpting
  • Rigging RnD

03/2011 – 11/2011

3D Intern

  • Scripting
  • Tool Development
  • Rigging
  • Sculpting
  • Modeling

02/2011 – 02/2011

3D Generalist

  • Sculpting
  • Texturing

08/2010 – 02/2011

3D Intern

  • Sculpting
  • Modeling
  • Rigging
  • Animation
  • Texturing
  • Scripting
  • Tool Development

06/2007 – 01/2008

3D Intern (before studies)

  • Modeling
  • Texturing
  • Lighting

Education

10/2012 – 05/2015

Diploma (eq. to Masters Degree) in Technical-Direction

09/2008 – 06/2012

B.A. in Animation & Game

06/2004 – 06/2007

Abitur / A Level. Major in English and Computer Science

Awards

VES Award for Outstanding Visual Effects in a Student Project

Rugbybugs

Visual Effects Society / Hollywood

Publications & Articles

OpenColorIO Nodes for Houdini

Digital Production 2015

Lighting, Shading & Rendering for Rugbybugs

Chaosgroup VRayMag 2014

PoseCritter Tool Breakdown

Rigging Dojo 2013

Download

Resume

PDF