Stanislav Poritskiy F/T

Barcelona, United States
Pipeline TD at Activision Blizzard King


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Summary

My name is Stas Poritskiy. I am experienced Python developer, manly focusing on providing automation solutions/pipeline design for CG/Tech/Game/Film industries. Currently, automation of processes, designing production pipelines in addition to building powerful tools and API for end-developers is my main focus. I enjoy it a lot and I welcome all new challenges that come my way. Please visit my page to learn more about my portfolio: http://stascrash.com/

Education

Bachelors Degree in at International Academy of Design Technology

Experience

Pipeline Developer / Tech Art at Activision Blizzard

Feb 2016 - Present
Job Duties: UV layout - Advanced, Asset & Pipeline Management - Advanced, Write technical documentation, online tutorials - Advanced, MaxScript Tool Design - Intermediate, Python, PyQt - Intermediate, 3D Studio Max - Intermediate, Network Programming - Intermediate, Pipeline / Scheduling / Asset Mgmt - Intermediate, Maxwell Materials and Rendering - Intermediate, CentOs - Junior Software: RealFlow - Intermediate Summary:Initiated and leading an in-house API development to provide standard code-platform for Technical Artists and Developers.

Senior Pipeline Developer at InsideMaps

Dec 2014 - Jan 2016
Job Duties: UV layout - Advanced, Asset & Pipeline Management - Advanced, Write technical documentation, online tutorials - Advanced, MaxScript Tool Design - Intermediate, Python, PyQt - Intermediate, 3D Studio Max - Intermediate, Network Programming - Intermediate, Pipeline / Scheduling / Asset Mgmt - Intermediate, Maxwell Materials and Rendering - Intermediate, CentOs - Junior Software: RealFlow - Intermediate Summary:Developed an advanced and automated process of lighting generation system using Maya and VRay API (Python). Ported and adjusted existing system to support headless execution of series of scripts and notify rendering system. Responsible for rendering automation(in-house-render farm) and file parsing, deployment on Windows/Linux(CentOS) environments to support various execution requirements. (Python/Bash)

Pipeline Developer at Gameloft - New Zealand

Nov 2013 - Nov 2015
Job Duties: UV layout - Advanced, Asset & Pipeline Management - Advanced, Write technical documentation, online tutorials - Advanced, Python, PyQt - Intermediate, MaxScript Tool Design - Intermediate, 3D Studio Max - Intermediate, Pipeline / Scheduling / Asset Mgmt - Intermediate, Maxwell Materials and Rendering - Intermediate Software: RealFlow - Intermediate Summary:General Responsibilities: - Quality Assurance on early stage of in-house game-engine development - Python - Fixing/Improving existing atlas-packing tools - Python - Simple logging tools for improve production and reporting to management - PowerShell/Bash/CMD for automation across multiple platforms

Digital Tutors instructor at PL Studios, Inc

May 2012 - Mar 2014
Job Duties: UV layout - Advanced, 3D Studio Max - Intermediate, Maxwell Materials and Rendering - Intermediate Software: RealFlow - Intermediate Summary:Creating online training kits for students and field professionals. List of published videos: http://stascrash.com/index.php/78-welcome-page/79-pluralsight-tutorials

Pipeline Technical Director at FARM|CP

Nov 2011 - Nov 2013
Job Duties: Renderman - Intermediate, Fluid / Rigid Body / Cloth Dynamics - Intermediate, Particle Systems - Intermediate, 3D Studio Max - Intermediate Software: Photoshop - Advanced, Vray - Advanced, ZBrush - Intermediate, Adobe After Effects - Intermediate, 3D Studio Max - Intermediate, Python - Junior Summary:Working on optimization of current Pipeline by implementing new scripts and tools. Assisting artists with troubleshooting of problem scenes, implementing rendering solutions to save on render time and achieve higher level of control in Post production stage. 1. Python scripting for system administration, realflow 2. Application development for pipeline 3. System administrator (Networking, OS, server/render farm administration) Originally started as : Freelance modeler, texture and vfx artists. I create high poly models for various projects, Realflow, cloth, smoke simulations and similar.Creating hyper realistic 3d models of products, setup visual effects for commercials, assist with pipe-line development

Pipeline Technical Director at Hemogoblin

Jun 2011 - May 2012
Job Duties: Modeling (Objects / Worlds / Environments) - Advanced, Renderman - Advanced, Modeling (High Poly) - Advanced, Texturing 3D - Advanced, Texture Mapping - Intermediate, Lighting - Intermediate Software: MAYA - Advanced, Vray - Advanced, UDK - Intermediate, Photoshop - Intermediate, ZBrush - Junior Summary:Technical Director on the project. Responsible for rendering pipeline (Mental Ray and V-ray), merging assets of other artists into existing/creating new environments, partial modeling, fixing minor/major problems with scenes and geometry/shaders/textures, created series of in-house scripts (MEL) to help with automation of the tasks as well as to achieve certain technical solutions. Look development, worked closely with Creative Director/Director. Render management and configuration. Assisted with tracking on several shots, managed 2 teams of artists (tracking / 3D modeling/animation). Designed time/tracking charts for project. Handled team communication and updates.

Instructor at International Academy of Design & Technology

Sep 2010 - Jun 2012
Job Duties: 3D Modeling - Advanced Software: MAYA - Advanced, UDK - Intermediate, Photoshop - Intermediate, ZBrush - Junior, Mental Ray - Novice Summary:I provide training for students interested in Game Design. My responsibilities and classes that i teach include in-depth knowledge of presentation for: Maya: Character Rigging, Modeling(high/low poly), texturing, Lighting, Rendering (mental ray), general workflow UDK: Special effects, shader creation, asset preparation, general workflow

3D Modeler at CG Factory LLC

Sep 2009 - Jul 2010
Job Duties: Modeling (Objects / Worlds / Environments) - Advanced, Renderman - Advanced, Modeling (High Poly) - Advanced, Lighting - Intermediate, Texturing 3D - Intermediate, Motion Graphics - Intermediate Software: Mental Ray - Advanced, MAYA - Advanced, Adobe After Effects - Junior, Photoshop - Junior Summary:Responsible for creating various 3d content for clients. Working tightly with lead animation and art departments to deliver high quality standard products. Developing tools to improve company's pipeline workflow

MODELER/RENDERING WRANGLER at Tri-Dimensional Studios

May 2009 - Oct 2009
Job Duties: Renderman - Intermediate, Modeling (Objects / Worlds / Environments) - Intermediate, Texturing 3D - Junior, Lighting - Junior Software: MAYA - Intermediate, - Intermediate, Photoshop - Junior, Mental Ray - Junior Summary:Created various environment assets under deadlines for “Story Teller Cafe”, Episode 9 (children's TV series for CBN Network) Responsible for image quality control, scene rendering trouble shooting, post production in “Story Teller Cafe”, Episode 8 (CBN Network)

Motion Graphic Artist at Jumble Studios

Oct 2007 - Aug 2009
Job Duties: Motion Graphics - Junior Software: Adobe After Effects - Junior Summary:Created a design element to accommodate the customer’s layout for the business card. Responsible for full production process based on a concept sketch provided by customer. Created 3D models and renders for a company’s website. Responsible for all production stages: concept art, modeling, rendering, post-production. Developed Visual effects for photo montages Created 3D assets for website Assisted on postproduction stages

3D Modeler/ Web design at HDCS

Mar 2004 - Jan 2005
Job Duties: Modeling (Objects / Worlds / Environments) - Intermediate, Texturing 3D - Junior, Motion Graphics - Junior Software: MAYA - Intermediate, Photoshop - Junior, Adobe After Effects - Junior Summary:Design and creation of 3D assets for use in various marketing content including brochures, newsletters, business cards and flyers

Video Editor at Leo Burnett Moscow

May 2001 - Aug 2002
Job Duties: Video Editing / Capture / Processing - Intermediate Software: Premiere - Intermediate Summary:Management of tape data, organizing footage for clients, cataloging, Video Editing,

Software and Technologies

Photoshop (Advanced), MAYA (Advanced), Mental Ray (Advanced), Vray (Advanced), Studio Pipeline Tools (Advanced), Pipeline Knowledge (Advanced), Custom pipeline tools (Advanced), • Strong technical writing / feature documentation (Advanced), Technical Director (Intermediate), 3D Studio Max (Intermediate), Premiere (Intermediate), ZBrush (Intermediate), RealFlow (Intermediate), REST (Intermediate), Git (Intermediate), UDK (Intermediate), Adobe After Effects (Intermediate), Jenkins (Intermediate), Agile/Scrum Processes (Intermediate), Python (Junior), SQL (Junior), JavaScript (Junior), MEL (Junior), Topogun (Junior), C++ (Novice), SQL/NoSQL databases (Novice)