Jordan Hueckstaedt
Sr. Tools Engineer at Toys For Bob- Claim this Profile
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Bio
Experience
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Toys For Bob
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United States
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Computer Games
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1 - 100 Employee
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Sr. Tools Engineer
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Jan 2020 - Present
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Fox VFX Lab
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United States
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Entertainment
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1 - 100 Employee
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Software Engineer
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Jan 2018 - Sep 2019
At Fox VFX Lab I helped to design a new pipeline that combined traditional post-production VFX workflows with real-time motion capture inside of Unreal Engine. I architected the studio-wide version control API and many of the tools that integrated this system with Shotgun, Unreal Engine, and the shared network storage. I wrote and maintained the build tools used for releasing pipeline software. Additionally, I wrote tools for the artists that helped with motion capture work inside of unreal. At Fox VFX Lab I helped to design a new pipeline that combined traditional post-production VFX workflows with real-time motion capture inside of Unreal Engine. I architected the studio-wide version control API and many of the tools that integrated this system with Shotgun, Unreal Engine, and the shared network storage. I wrote and maintained the build tools used for releasing pipeline software. Additionally, I wrote tools for the artists that helped with motion capture work inside of unreal.
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DreamWorks Animation
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United States
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Animation and Post-production
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700 & Above Employee
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Pipeline Engineer
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Mar 2014 - Apr 2016
At Dreamworks I was part of a small team working to build Oriental Dreamworks’ pipeline. I was responsible for developing import/export tools for the Animation and Rigging departments. I maintained and improved the application that was the primary entry point for artists’ opening their shots, versioning them, and viewing dependencies. I was also the primary author of the animator’s pose library tool. At Dreamworks I was part of a small team working to build Oriental Dreamworks’ pipeline. I was responsible for developing import/export tools for the Animation and Rigging departments. I maintained and improved the application that was the primary entry point for artists’ opening their shots, versioning them, and viewing dependencies. I was also the primary author of the animator’s pose library tool.
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Luma Pictures
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United States
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Entertainment Providers
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200 - 300 Employee
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Pipeline TD
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Jun 2013 - Feb 2014
Pipeline TDs at Luma were responsible for a wide range of tasks compared to similar positions at larger studios. I maintained and improved the import/export pipeline both inside of Maya and out. I maintained old tools and developed new ones for artists. While most of my tooling was written in Python, I did write the occasional C++ plugin for Maya (such as Close Contact, a deformer for tech anim). I was part of front-line tech support, and worked directly with artists to resolve their individual issues. Show less
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Junior Pipeline TD
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Dec 2012 - Jun 2013
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Rhythm & Hues
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United States
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Movies, Videos, and Sound
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1 - 100 Employee
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Technical Animator
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Aug 2010 - Oct 2011
I worked as an artist at R&H. I simulated hair and cloth, cleaned up fur and bad character deformation, and did small animation fixes. The films I worked on include: Alvin and the Chipmunks: The Squeakuel, Yogi Bear, Hop, Mr. Popper’s Penguins, and Alvin and the Chipmunks: Chipwrecked. I worked as an artist at R&H. I simulated hair and cloth, cleaned up fur and bad character deformation, and did small animation fixes. The films I worked on include: Alvin and the Chipmunks: The Squeakuel, Yogi Bear, Hop, Mr. Popper’s Penguins, and Alvin and the Chipmunks: Chipwrecked.
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Rhythm & Hues
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United States
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Movies, Videos, and Sound
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1 - 100 Employee
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Technical Animator
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Apr 2009 - Nov 2009
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Education
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Rochester Institute of Technology
BFA, Animation