[ bradley_henke ]
Visual Effects Artist | Software Engineer
I am a Visual Effects Artist and Software Engineer with experience in both artist and R&D roles. I enjoy participating at all levels of the creative process, developing workflows and tools, building rigs and simulation setups, and delivering the final art directed performance. I have experience working with cloth, fur, and environment dynamics, but I am open to all roles in which I can blend my artistic and technical talents.
BS/MS Computer Science
Summa Cum Laude
Minor: Applied Mathematics
Minor: Technology, Arts, and Media
Certificate: International Engineering in Spanish
Visual Effects Production
Modeling and Sculpting
Rigging and Animation
Lighting, Rendering, and Compositing
VFX Production Project
- Language Experience
- C, C++, Python, MEL, Lua, Java, Web Languages
- API Experience
- Maya API, Qt / PyQt, Boost Python, OpenGL
- System Experience
- Linux (CentOS & Debian)
- VFX Software
- Maya, Houdini, Nuke, MODO, Mocha, ZBrush, Mari, Photoshop
Image Engine (Dec 2019 – Present)
Initially, I was hired as and R&D Software Developer. However, I worked with my supervisors to create a hybrid role in which I can do both software development and Creature FX tasks. I continue to thoroughly enjoy being an active member of both teams. The technical expertise and practical experience of the combined roles enables me to serve both departments in a unique and valuable way.Creature FX Lead (Oct 2021 - Present)
Shows: The School For Good and EvilCreature FX Artist (Jan 2021 - Sept 2021)
Shows: Venom2, Fantastic Beasts: The Secrets of DumbledoreR&D Software Developer (2019 - 2020)
This position focuses development efforts on long term software projects to support the studio's productions. My specific development efforts are focused on the Rigging and Creature FX departments.
Moving Picture Company (Jan 2017 – Nov 2019)Technical Animation Department Developer
I was initially hired as the technical animation department's global department developer. My role involved writing and maintaining department tools, as well as serving as a liaison between the software and technical animation departments. My tasks ranged from developing new Maya nodes with Maya's C++ api, to writing tools that would interface with our pipeline to increase artist productivity.
Shows: Alpha, Justice League, A Wrinkle in Time
Technical Animation Key Artist
After developing an interest in working more closely with build and shot work, my role has shifted from pure programming tasks, to working as a technical animator with a strong programming bent. In addition to the artistic responsibilities, I continue to develop tools that are useful to our global department, but in the context of solving show specific challenges.
Shows: Sonic the Hedgehog, Pokemon: Detective Pikachu, The New Mutants, Aquaman