“A few of my friends do a monthly mixtape exchange that I participate in sometimes. This month’s theme was ‘Guilty…”
“Astute readers will note that I havn’t been posting for a while. They may even have come to the conclusion…”
“As long as I’m complaining about cultural differences that annoy me (see last post), and since beards are our favorite…”
“I’ve spent a lot of time riding around on buses on this trip. Particularly in Laos where I took an…”
“After Luang Prabang I headed to Phonsavan in Eastern Laos. It’s pretty out-of-the-way—an eight hour bus ride on the most…”
“Turns out, Luang Prabang is a beautiful, laid-back and very welcoming city. Nestled between mountains at the confluence of the…”
“The Beard apologizes to its many fans, but its time had come. It just became very annoying to have such a fantastic…”
“I arrived in Luang Prabang and promptly got sick. I woke up my first morning there with a runny nose…”
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I am a visual effects animator with a background in software engineering and graphics programming. I have worked in feature film animation for the past eight years, previously at Dreamworks Animation and now at Blue Sky Studios. I currently live in New York City.
Please check out my demo reel and resume below, most recently updated January 2011. You may also download my resume in nicely-formatted pdf or word doc versions.
Demo Reel
Please view my Shot List for detailed descriptions of each clip in this reel.
You may also download my reel in quicktime format here.
Work Experience
Created visual effects for the animated feature films Ice Age 4, Rio, Ice Age 3 and related marketing. Typical shot work involved particle, fluid and rigid body simulation, shader development and development of effects pipelines. Sequence lead responsibilities included interacting with other departments as effects representative, overseeing effects shot work on a sequence, resource management, and development of reusable effects systems.
Created visual effects for the animated feature films Madagascar 2, Shrek the Third, Over The Hedge, Madagascar, and related television and print marketing. Typical shot work involved shader development, particle and fluid simulation, crowd simulation, rendering, compositing, basic modeling, and development of reusable effects systems and pipelines.
Provided technical and pipeline support for lighting and effects teams on the feature films Madagascar and Shrek 2. Responsibilities included pipeline development, shader writing, render optimization and debugging, resource management, and some effects shot work. Larger projects included design of randomized shader networks for crowd surfacing, and implementation of lighting pipelines for PDI’s global illumination and hair volume shadowing systems.
Designed and implemented productivity-enhancing plugins for Alias|Wavefront’s Maya software, to be used internally at ILM. Extensive use of Maya, the Maya API and OpenGL.
Participated in initial design of the company’s Internet-based educational software application. Feasibility tested and implemented a pre-beta prototype of this product.
Technical Skills
Programming experience in C, C++, Python, Perl, OpenGL, MEL, VEX, Java, Unix shell scripting. Knowledge of Maya, Houdini, Shake, Nuke, RenderMan, AfterEffects, Processing.
Extensive experience with rendering, shader writing, compositing, physical simulation. Strong knowledge of computer graphics rendering theory, techniques and programming with particular emphasis on film and video games.
Worked under Linux/Unix(IRIX, AIX, Solaris), Windows, MacOS
Education