Jordan Hueckstaedt

Sr. Tools Engineer at Toys For Bob
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Contact Information
us****@****om
(386) 825-5501
Location
US

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Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Sr. Tools Engineer
      • Jan 2020 - Present

    • United States
    • Entertainment
    • 1 - 100 Employee
    • Software Engineer
      • 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.

    • United States
    • Animation and Post-production
    • 700 & Above Employee
    • Pipeline Engineer
      • 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.

    • United States
    • Entertainment Providers
    • 200 - 300 Employee
    • Pipeline TD
      • 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

    • Junior Pipeline TD
      • Dec 2012 - Jun 2013

    • United States
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Technical Animator
      • 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.

    • United States
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Technical Animator
      • Apr 2009 - Nov 2009

Education

  • Rochester Institute of Technology
    BFA, Animation
    2004 - 2008

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