Tim Withers
Software Engineer at Intrepid Studios, Inc- Claim this Profile
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Bio
Experience
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Intrepid Studios, Inc
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United States
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Computer Games
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1 - 100 Employee
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Software Engineer
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Sep 2021 - Present
Currently a Software Engineer on the Networking team for Ashes of Creation (AAA MMO) working in Unreal Engine 5. Primarily using C++. - Responsible for creating a user-friendly, node based GUI tool that allows our game designers to create AI behavior in a visual scripted environment. This tool uses graphing algorithm techniques (DFS and BFS) to retrieve and display records as a data tree. Designers are also able to create, delete, rename, and revert records in an easy to use interface. - Responsible for creating a system that manages and collects different data/metrics to analyze in house performance and data analytics. (API that can send arbitrary data to an ElasticSearch database and display it in Grafana). - Responsible for creating a procedural building animation system so buildings in the game world can animate being constructed or destructed. Designers are able to input different parameters (timing, scale, rotation, position, etc…) and provide an animation lookup curve that will determine the way the building will be constructed or destructed. Show less
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Toyota Research Institute
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United States
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Research Services
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200 - 300 Employee
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Software Engineer
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Jan 2021 - Sep 2021
- Primarily responsible for writing C++ plugins for Applied Intuition's Simian vehicle simulation software. These plugins include checking that the autonomous vehicle is conforming to safety guidelines that have been pre-defined while operating in simulation scenarios with other vehicles, vulnerable and non-vulnerable road users. - Responsible for writing unit tests for C++ plugins. - Responsible for writing various helper and integrity checking scripts in Python. - Primarily responsible for writing C++ plugins for Applied Intuition's Simian vehicle simulation software. These plugins include checking that the autonomous vehicle is conforming to safety guidelines that have been pre-defined while operating in simulation scenarios with other vehicles, vulnerable and non-vulnerable road users. - Responsible for writing unit tests for C++ plugins. - Responsible for writing various helper and integrity checking scripts in Python.
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Tau Films
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United States
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Movies and Sound Recording
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1 - 100 Employee
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Senior FX Technical Director
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Apr 2019 - Jan 2021
- Responsible for handing off and creating complex setups with multiple simulation solvers to create highly realistic snow and debris interactions that were then passed to teams overseas to use in a variety of different shots. - Completed many shots involving large scale smoke simulations and debris interactions. - Created artist tools (Python) to help productivity of FX artists on a variety of different shots. - Responsible for handing off and creating complex setups with multiple simulation solvers to create highly realistic snow and debris interactions that were then passed to teams overseas to use in a variety of different shots. - Completed many shots involving large scale smoke simulations and debris interactions. - Created artist tools (Python) to help productivity of FX artists on a variety of different shots.
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CoSA VFX
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United States
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Entertainment Providers
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100 - 200 Employee
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FX Department Head/FX Supervisor
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Feb 2014 - Mar 2019
- Wrote and managed CoSA's FX pipeline (Python). Including but not limited to: HDA’s specific to CoSA’s pipeline, FTrack integration with Houdini, Asset Manager (importing and publishing to/from FTrack), artist tools for caching files and rendering Mantra, Houdini integration with Deadline (custom submission tool from within Houdini to Deadline client), and many other custom tools to boost FX Artist's productivity. - Handled the day to day operations of the FX Department including but not limited to: Bidding shots, attending dailies, managing and delegating work to FX artists based on their skills, strengths, and deadlines. - Lead Shot Artist. Completed highly complex FX shots, under budget, including but not limited to: fire, smoke, debris, explosions, water, magic, particles, rbd sims, flocking, crowds, and fur. - Lead FX teams on Gotham and Westworld that helped bring CoSA three Emmy’s in the “Outstanding Special Visual Effects” and “Outstanding Special Visual Effects in a Supporting Role” categories. - Completed numerous emergency shots with tight deadlines to meet client expectations. - Nominated for an Emmy for Outstanding Special Visual Effects in a Supporting Role for Gotham. - Mentored junior level FX artists. - Conducted numerous interviews with potential FX artist candidates to join CoSA's FX team. - Responsible for communication to and from different departments and CoSA facilities in Georgia and Canada. Show less
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Method Studios
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United States
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Movies, Videos, and Sound
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300 - 400 Employee
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Houdini FX Technical Director
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Aug 2013 - Feb 2014
- Created two different systems to procedurally dress different shots with rubble and vegetation (grass, weeds, etc...). - Also responsible for creating CG fire and smoke in multiple shots. Credits: Houdini FX Artist - Divergent - Created two different systems to procedurally dress different shots with rubble and vegetation (grass, weeds, etc...). - Also responsible for creating CG fire and smoke in multiple shots. Credits: Houdini FX Artist - Divergent
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Digital Domain
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Entertainment
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700 & Above Employee
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Houdini FX Technical Director
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May 2013 - Jun 2013
Completed a variety of FX work for two feature films including atmospheric effects, debris, smoke, dust, and explosions. Credits: FX Artist - Black Sky Completed a variety of FX work for two feature films including atmospheric effects, debris, smoke, dust, and explosions. Credits: FX Artist - Black Sky
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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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Houdini FX Technical Director
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Jan 2013 - Apr 2013
Completed a variety of FX work with a focus on Houdini’s pyro solver (smoke and fire). Credits: FX Artist - Percy Jackson: Sea of Monsters Completed a variety of FX work with a focus on Houdini’s pyro solver (smoke and fire). Credits: FX Artist - Percy Jackson: Sea of Monsters
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Digital Domain
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Entertainment
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700 & Above Employee
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Houdini FX Technical Director
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May 2012 - Jan 2013
Completed a variety of FX work for two feature films including atmospheric effects, debris, smoke, dust, and explosions. Credits: FX Artist - Iron Man 3 FX Artist - 47 Ronin Completed a variety of FX work for two feature films including atmospheric effects, debris, smoke, dust, and explosions. Credits: FX Artist - Iron Man 3 FX Artist - 47 Ronin
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Education
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Oregon State University
Bachelor's degree, Computer Science -
Texas A&M University
Master's Degree, Visualization Sciences -
Texas A&M University
Bachelor's Environmental Design, Visual Studies