Senior FX Artist / Pipeline TD · Taipei, Taiwan · Remote & Relocation

Building cinematic effects and the systems behind them.

I combine feature-film FX production in Houdini with USD/Solaris pipeline architecture and production tool development in Python and VEX, with C++ for USD and DCC plug-ins.

Tools and systems shaped by production experience.

01

GNM Houdini

A Houdini digital asset that brings Google's GNM Head model into SOPs for configurable parametric head generation.

Houdini · Python · HDA · Procedural Geometry

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02

Maya Gaussian Splatting Viewport Plugin

A Maya Viewport 2.0 plug-in for real-time rendering of 3D Gaussian Splatting PLY data.

Maya · C++ · OpenGL · Viewport 2.0

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03

ShotGrid MCP Server

A Model Context Protocol server that gives LLM agents structured access to Autodesk ShotGrid through its REST API.

Python · MCP · ShotGrid · REST API

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04

Kimodo Houdini Bridge

A bridge connecting NVIDIA's Kimodo text-driven motion generation model to SideFX Houdini, generating 3D skeletal animation from natural-language prompts.

NVIDIA Kimodo · Houdini · Python · Motion Generation

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05

Nuke Lens Distort CV

A C++ Nuke NDK plug-in for lens distortion and undistortion, using the Brown-Conrady model with OpenCV's rational extension (k1–k6, p1, p2) and supporting Nerfstudio JSON import.

C++ · Nuke NDK · OpenCV · Computer Vision

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06

Houdini Tools

A lightweight toolkit and MCP server for inspecting Houdini .bgeo.sc geometry caches and USD scenes without requiring a Houdini installation.

Houdini · OpenUSD · .bgeo.sc · MCP · Python

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Production craft and pipeline engineering.

Houdini FX

Pyro, FLIP, destruction, rigid-body, and Vellum simulation; PDG; grooming; and crowds.

USD / Solaris Pipeline

Pipeline architecture, asset integration, and studio workflow migration.

Python / VEX / C++

Artist-facing tools, DCC integrations, and automation in Python and VEX; C++ for a custom USD Asset Resolver and Maya / Nuke plug-ins.

Production Automation

Artist-facing tools and integrations that reduce manual publishing, asset assembly, and production tracking work.

From shot production to studio-wide systems.

  1. 2026–Present

    Senior FX Artist / Pipeline TD · Reno Studios · Taipei, Taiwan

    Developing FX simulations and production tools while improving asset-integration workflows.

  2. 2015–2026

    FX Artist → FX Lead → FX Supervisor / Pipeline TD · Moonshine Studio · Taipei, Taiwan

    Led the transition from 3ds Max/Maya-centered production to Houdini and Solaris, built the USD pipeline from scratch, and developed FX tools while supporting studio-wide workflows.

  3. 2014–2015

    FX Artist · Taipei Postproduction · Taipei, Taiwan

    Worked on feature-film post-production, handling ACES color management and stereoscopic Nuke workflows.

  4. 2011–2014

    FX Artist / Animator / Compositor · DancingInk · Taipei, Taiwan

    Created procedural Houdini effects alongside rendering, compositing, tracking, animation, and rigging work.

I work where creative production meets infrastructure.

My career has moved from hands-on FX production to team leadership and pipeline architecture. That progression shapes how I build tools — around real shot work, artist needs, and production constraints.