Summary
Overview
Work History
Education
Skills
Programming Languages
Skills
Languages
Timeline
Generic

JUAN BORRERO

Boca Raton,FL

Summary

Received studio Cannes award for "Best Car Simulation" on an independent film.

Received studio Telly award "Craft-Use of 3D Animation" and “Remote Broadcast” on an animated short.

Created AR/VR simulation experience for NASA Mars project.

Managed and performed Technical Development for multi-mobile game releases for Microsoft.

Created and established asset management pipelines for both Zoobe Message Entertainment GmBh and Jaibana Studios.

Successfully brought to market AAA game "Frontlines Fields of War"

Overview

18
18
years of professional experience

Work History

Senior Software Engineer - Technical Director

NOITOM INC
06.2021 - 09.2023
  • Coded project mechanics and features using C++ and Blueprints in UE4 and UE5
  • Coded multimedia experiences in AR/VR/XR, Motion Capture, and Virtual Production for customers, using Blueprint visual scripting in Unreal Engine to develop overall flow and user experience
  • Lead production process, preparation, setup, operation, and maintenance of motion capture systems and associated hardware
  • Managed pipeline optimization
  • Created interactive and augmented reality applications
  • Communicated project needs and timelines with team members and leadership
  • Maintained high quality standards, productivity and efficiency through out project development process
  • Analyzed project requirements to establish realistic and timely deadlines while working with client needs
  • Ensured production deadlines and quality control are achieved
  • Designed, troubleshooted, and developed core production tools & pipelines
  • Developed and maintained optimized modules for tools surrounding virtual production utilizing game engines along with UI and I/O modules
  • Actively participated in technical and artistic discussions and problem-solving

Software Engineer - Technical Director

SLEEPY DRAGON STUDIOS
01.2011 - 01.2023
  • Directed projects and ensured technical excellence
  • Supported junior engineers and provided mentorship to new members of staff
  • Supported and troubleshooting pipeline and workflow tools
  • Updated and maintained administrative documents, contracts, and non-disclosure agreements
  • Troubleshoot and problem solved production and pipeline issues
  • Mentored junior team members, increasing production efficiency and project standards
  • Assisted production team, providing 3D modeling, rigging, and scene development in Unreal Engine
  • Discussed project needs and timelines with other team members and leadership
  • Optimized game assets for better allocation of resources within game engine
  • Coded game mechanics through Visual Studio and Unreal Engine
  • Ensured production deadlines and quality control were achieved
  • Created and update various types of documentation
  • Designed and developed core tools & pipelines
  • Organized work and backlogs using project management/ planning tools (Asana)

Software Engineer in Virtual Production

BROADCAST DEPOT
10.2020 - 07.2021
  • Version Control Administration through GitHub and Perforce
  • Addressed client feedback through implementation of solutions and improvements to motion capture and virtual production hardware and software
  • Stayed on top of industry trends and emerging technologies
  • Budget development, negotiation and management
  • Assisted in show and event concept development and innovative design direction
  • Created and fostered enriching professional and personal work environment
  • Developed, implemented, and tracked departmental procedures and quality standards to ensure highest levels of performance and customer satisfaction, Operation and troubleshooting of virtual production cross software pipeline and stage setup
  • Performed technical problem solving on issues including mocap connectivity, interactive tool behavior, and assets
  • Matched look and placement of digital environments, characters, and set dressing to real world counterparts
  • Calibrated and ensured connection of virtual camera(s) to live action camera(s) for over 20 events
  • Maintained high quality standards throughout production process
  • Applied scene adjustments and instant changes in Unreal Engine and Unity during scene recording
  • Recorded takes and tracked shot/scene names with live action unit
  • Maintained efficient productivity of project creation, tool implementation, and project execution
  • Managed Virtual Production optimization of scene assets in Unreal Engine
  • Extensively developed new character and environmental experience mechanics for Virtual Production
  • Actively participated in technical and artistic discussions and problem-solving
  • Version Control Administration through GitHub and Perforce

Software Engineer

MAD STUDIOS
03.2020 - 07.2020
  • -Created interactive and augmented reality applications
  • Designed and developed core tools & pipelines
  • Created VR/AR experiences for customers, by using C++ and Blueprint visual scripting in Unreal Engine and C# in Unity Engine to create overall flow and user experience
  • Designed and coded UX/UI experience based on project needs
  • Bridged gap between programming engineering and 3D code development for visual execution
  • Communicated project needs and timelines with other team members and leadership
  • Knowledge of networking protocols, (TCP, UDP, and HTTP protocols)
  • Knowledge of SQL and no-SQL
  • Executed wider range of tasks including planning, look development, modeling, rigging, texturing, lighting, performance optimization and engine integration
  • Expertise in general compositing principles
  • Familiarity with pipeline issues and real-time production environment
  • Maintained consistent level of productivity while meeting deadlines and producing high quality work

Professor of Interactive Media

MIAMI DADE COLLEGE
08.2017 - 05.2020
  • Designed, implemented and taught 7 Graphic courses in various topics covering Interactive Media Industry
  • Collaborated in creation, edit, and submission of Academic curriculum
  • Conducted Capstone and graduation class assessments
  • Participated in Commencement Ceremonies
  • Brought new technologies or programs of continuing education initiatives for curriculum
  • Served as board member in various committees as requested

Game Programmer

NUCLEI3D
10.2014 - 02.2015
  • Troubleshoot and problem solved production and pipeline issues
  • Ensured production deadlines and quality control are achieved
  • Acted as technical liaison between real-time development, pre-rendered VFX teams, as well as R&D and ADG
  • Assessed technology and developmental risks
  • Proposed solutions to overcome identified risks
  • Familiarity with Unity 3D and/or Unreal game engines
  • Developed high quality game systems and software
  • Actively participated in core game design
  • Knowledge of differences between console and PC games programming
  • Performed any research and acquired any new knowledge necessary to perform assigned tasks
  • Worked with other senior developers to design and implement large scale features
  • Provided solutions between Maya and Unreal Engine in relation to animation, rigging, and groom asset export/import
  • Implemented scripts to enhance user experience.
  • Suggested new technologies and tools for enhancing product value and increasing productivity.

Pipeline Engineer

ZOOBE MESSAGE ENTERTAINMENT GmBh
07.2013 - 01.2014
  • Corrected code defects in Python tooling and source control management
  • Restructured and developed new pipeline designed for improved team efficiency and productivity
  • Created skeletons and skin weighting for accurate human deformation
  • Integrated rigging solutions together with character modeling for front end and character animation for back end
  • Knowledge of Maya, Python, HTML 5, and Linux scripting
  • Developed pipeline solutions to maintain critical project deadlines
  • Worked with both programming department and design department to communicate pipeline integration.
  • Resolved misunderstandings from both teams in relation to assets and code implementation.
  • Coded proprietary tools to accelerate character rigging and skeleton corrections.
  • Organized work and backlogs using project management/ planning tools (Trello)
  • Guided, coached and lead project teams, delegating tasks and evaluating performance and progression of project pace.
  • Oversaw product pipeline development, reducing production times by 34%.

Lead Character Technical Artist

JAIBANA/SYNQ STUDIOS
10.2005 - 07.2013
  • Create Skeletons and skin weighting for accurate human deformation
  • Designed pipeline integration for production
  • Created and developed UX/UI solutions for Maya Plugins
  • Discussed project needs and timelines with other team members and leadership
  • Extensive knowledge of Visual Effects and Gaming productions
  • Ensured production deadlines and quality control were achieved
  • Improved productivity of pipeline by 43% by implementing complete overhaul between projects.
  • Created composite networks representing interactivity of game elements
  • Exported models and textures into game engine and optimized resources
  • Helped establish and manage art outsourcing pipeline
  • Organized work and backlogs using project management/ planning tools (Basecamp)
  • Provided feedback to improve studio tools
  • Worked with art department to ensure assets were of highest aesthetic and production functional quality

Visual, Solutions Lead

INTERNETTO
06.2011 - 08.2012
  • Troubleshoot and problem solved production and pipeline issues
  • Devised and implemented computer hardware and software solutions for modularly made design and graphics teams
  • Provided hardware/software computer solutions remotely and on location for 5 major clients
  • Managed workflows to balance production schedule and employee resources
  • Provided verbal and written progress reports to clients, management and internal teams
  • Developed, tested, implemented and maintained application software working with established processes
  • Setup of rendering network and remote maintenance

Technical Character Artist

IRON BRIDGE TOOLS
12.2010 - 08.2011
  • Created Skeletons and skin weighting for accurate human deformation
  • Creates complex rigging solutions to meet animation department's needs
  • Accurately and realistically predicted expected time to complete project
  • Ensured production deadlines and quality control are achieved
  • Handled all aspects of technical direction from producing prototypes, defining processes, writing tools, and sharing knowledge
  • Assisted with basic design work as directed from Graphics Manager
  • Authored scripted tools to streamline new and existing workflows using Python, C++, JavaScript, Py-mel, and Mel script
  • Created and maintained technical documentation
  • Maintained balance between day to day work and improved pipeline
  • Offered technical assistance to art team in day-by-day production issues
  • Coded animation, modeling and rigging tools for artists using Maya and other related software
  • Worked on 3D animated shorts for fight promotion for Rashad Evans

Department Coordinator/Professor

MIAMI INTERNATIONAL UNIVERSITY
01.2008 - 08.2011
  • Designed, implemented and taught Graphic courses in various topics covering Interactive Media Industry.
  • Collaborated in creation, edit, and submission of Academic curriculum.
  • Conducted Capstone and graduation class assessments.
  • Participated in Commencement Ceremonies.
  • Brought new technologies or programs of continuing education initiatives to curriculum.
  • Served as board member in various committees as requested.
  • Managed pool of Professors across multidisciplinary faculty.
  • Scheduled classes and room utilization of building premises across all faculty disciplines.
  • Performed hiring interviews and exit interviews as necessary.
  • Advised 100's of students.

Education

Masters of Fine Arts - ComputerAnimation

Miami International University of Art And Design
Miami, FL
2008

Bachelors of Fine Arts - ComputerAnimation

Miami International University of Art And Design
Miami, FL
2006

Skills

  • Unreal Engine
  • Unity
  • Visual Studio
  • Maya
  • Cinema 4D
  • GitHub/Perforce
  • Trello/Asana/Basecamp
  • Adobe InDesign
  • Adobe Photoshop
  • Adobe Illustrator
  • Adobe Dreamweaver
  • MS Office
  • Avid
  • Agile/Scrum
  • Blackmagic Design Hardware

Programming Languages

  • C++
  • C#
  • Python
  • Unreal Engine Blueprints
  • Actionscript
  • HTML 5
  • CSS
  • Maya Mel
  • Maya Py-Mel

Skills

 

  • Character Rigging
  • Virtual Production
  • Plugin Development
  • Pipeline Development
  • Graphic Design
  • Compositing
  • Motion Capture
  • Chroma Keying
  • Cinematography
  • Project Management
  • Networking
  • Product Development
  • Windows OS
  • Linux/Unix OS
  • Mac OS

Languages

English
Proficient
C2
Spanish
Proficient
C2
Japanese
Intermediate
B1
Portuguese
Limited Working
A1

Timeline

Senior Software Engineer - Technical Director

NOITOM INC
06.2021 - 09.2023

Software Engineer in Virtual Production

BROADCAST DEPOT
10.2020 - 07.2021

Software Engineer

MAD STUDIOS
03.2020 - 07.2020

Professor of Interactive Media

MIAMI DADE COLLEGE
08.2017 - 05.2020

Game Programmer

NUCLEI3D
10.2014 - 02.2015

Pipeline Engineer

ZOOBE MESSAGE ENTERTAINMENT GmBh
07.2013 - 01.2014

Visual, Solutions Lead

INTERNETTO
06.2011 - 08.2012

Software Engineer - Technical Director

SLEEPY DRAGON STUDIOS
01.2011 - 01.2023

Technical Character Artist

IRON BRIDGE TOOLS
12.2010 - 08.2011

Department Coordinator/Professor

MIAMI INTERNATIONAL UNIVERSITY
01.2008 - 08.2011

Lead Character Technical Artist

JAIBANA/SYNQ STUDIOS
10.2005 - 07.2013

Masters of Fine Arts - ComputerAnimation

Miami International University of Art And Design

Bachelors of Fine Arts - ComputerAnimation

Miami International University of Art And Design
JUAN BORRERO