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Huntington Beach
Chris Jarvis

Chris Jarvis

Sr Application | Full Stack | Pipeline Engineer

Arts / Entertainment / Publishing

Huntington Beach, Orange

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Full Stack Developer as well as Pipeline Engineer. I have designed numerous production tools for the entertainment industry, product photography, and advertising. I enjoy tackling difficult problems and mentoring junior developers. In the past I have coordinated with teams in multiple timezones as well as worked independently to keep AAA game titles on track. Experience with REST, Vue, Angular, Flask, Node, Celery, NoSQL, SQL and Graphical DBs, QT, SPA, 3LO Auth, Docker, Devops, Sass, ML, to start. Launguages such as Python, Javascript, Typescript, and some C++. I am a self starter capable of managing tasks and expectations independently or in a team based setting.

Approximate rate: USD$ 125 per hour

Experience

Senior Mocap Technical Artist

Lightspeed LA | Tencent                      Mar 2024 – Present (1 yrs +)

Project: The Last Sentinel

  • Built pipeline and python API from scratch in a few months with no infrastructure.
  • Integrated Google Sheets into daily capture tools for streamlined production communication
  • Designed tools with artist feedback before committing to code.
  • Designed and built Mocap tools in Peel Capture, Motionbuilder, Shogun, Unreal Engine
  • Spearheaded modernized deployments for internal tooling using Docker and Team City.
  • Communicate between services and applications using TCP, UDP, gRPC, and sockets
  • Collaborate with team to discuss new features and ideas.
  • Work with IT to upgrade VMs, manage certs, maintain server health.
  • Build and Deploy Web services, Databases, Nginx, and CI/CD

 

Senior Application Engineer for the Tech Art team

 Zenimax Online Studios | Microsoft                      Dec 2020 – Mar 2023 (2 yrs 4 mo)

Project: Elder Scrolls Online

  • Worked with a fantastic team to build on the next generation of ESO character/ fixture tooling.
  • AngularJS to Angular rewrite to repurpose existing tool for broader impact across studio.
  • Spearheaded modernized deployments for internal tooling using Docker and Team City.
  • Setup Atlassian 3LO Auth in tooling.
  • Primary systems designer for asset management ecosystem, API (Python, Perforce Api) to link production software and file system in an iterative workflow with shared resources.
  • Spearheaded the integration of WebGL viewer in tooling for web based FBX review and avoid long Perforce sync times for review process.
  • Met with stakeholders and external teams to assess ongoing issues and translate those into actionable feature requests.
  • Collaborate with team to discuss new features and ideas.
  • Work with IT to upgrade VMs, manage certs, maintain server health.
  • Reviewed the tech art teams code commits to meet coding standards.
  • Debug artist issues and test assets in engine.

 

Software Developer/ PipelineTD

 CoSA VFX                      Oct 2017 – June 2020 (2 yrs 9 mo)

Project: Episodic television shows including Swamp Thing, West World, and Gotham

  • Developed an Asset Manager for Maya utilizing Python, PySide, Ftrack and the Maya API. The tool was embedded in Maya and allowed artists to version their scenes and assets while working as well as associate their assets with specific shows, episodes, tasks and shots.
  • Expanded the Maya asset manager to be compatible with both Syntheyes and Nuke.
  • Created a standalone app that acted as a dashboard and environment manager for artists. Built using Electron.
  • Built out the backend for various production tools including a Scheduler app using Flask, Celery, and RabbitMQ that allowed the production team to more accurately predict the number of new hires needed for upcoming work. A Realtime Forecasting Tool using Vue, Node and Firebase as well as a bidding tool that used GraphQL, and MongoDB. A Transfer for migrating 2D and 3D content between studios seamlessly without manual syncing.
  • Designed UI/UX to create a user-friendly front end for all the above production applications.

 

Lead Shotgun Developer2

 Turn 10 Studios | Microsoft                      Jul 2016 – Oct 2017 (1 yr 4 mo)

Project: AAA Game Titles including Forza Horizon 3 and Forza Motorsport 7

  • Built a Reporting Tool in Python and Javascript using Flask, ChartsJS to scrape multiple databases and CRMs to organize, plan, and forecast production. Also gave Executive Producers access to digestible and filterable burn down charts for studio updates.
  • Created an ingest tool in python built with PyQt. This allowed EPs to scrape older game DBs and Licensing CRMs to populate Shotgun projects with proper LOD templates on the fly.
  • Admin for Shotgun Event System. Developed new python events to automate and drive the Cars and Track teams’ production.
  • Created web driven menu items to call Python REST API. This allowed production to manipulate asset data and automate intercompany communication with Playground and internal teams
  • Overhauled the whole Cars team workflow from the ground up. This allowed the Shotgun to run smoothly and QA teams to work alongside outsourcers to relieve pressure

 

2D TechnicalDirector

 Origin Digital Studios                      Sep 2015 – Feb 2016 (6 mo)

Project: Episodic television shows including Limitless and Sleepy Hollow

  • Admin for Shotgun Event System. Developed new python events to automate the ingest of shots and LUTs
  • Expand and debug existing pythoncodebase (Maya API, NukeAPI,ect.)
  • Often assisted artists in debugging scenes and comping shots under tight deadlines.
  • Shotgun Integration for After Effects(AE API)

 

CGI Generalist

 TRG Multimedia                      Feb 2013 – Sep 2015 (2 yrs 8 mo)

Project: Advertising for companies such as Masterbrand, Schlage, Sherwin Williams.

  • Scripted a product configurator pipeline using python (Nuke API) with an embedded metadata pipeline (OIIO). This allowed us to win a $1.5M contract and correct/ repopulate over 20 years of inconsistent product photography that met CMYK standards with a 4-person team.
  • Pioneered a python codebase at the studio
  • Creating photorealistic products in 3D(Nuke, 3DS Max, Maya, Photoshop, Modo)
  • Creating Motion Graphics(AE, Premiere) for clients

 

Compositor

 Bent Image Lab                      Dec 2011 – Apr 2012 (5 mo)

Project: Episodic television show Grimm

  • Compositing, paint outs, morphing, lookdev (Nuke, 3DS Max, Maya,Photoshop)
  • Developed artist gizmos and tools and in python (Nuke API) to speed up production.

 

Compositing Trainee

 RTT AG                      Jun 2011 – Dec 2011 (7 mo)

Project: Advertising stills and commercials such as Porche Family Tree (Panamera) and Ferrari 458 Spyder visualization

  • Compositing Deltagen rendersfor stills, video,and configurators (Nuke,Photoshop)
  • Cleaning up Deltagenspherical maps for auto interiors(Nuke)
  • Tacking for 3D cameras and camera projections as well
  • Painting spherical maps for car interior 360s 

Education

Full Sail University - BS, Computer Animation

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