Manpreet is a 3D Generalist with around 7 years of overall experience in the field of 3D. He is currently working as a 3D Domain Lead at Datagen, where he hired and managed a team of 130+ members to produce a variety of realistic animated sequences as simulated data for training AI. Over the years of experience as a Lead, he has developed excellent leadership
skills with an emphasis on maintaining quality and increased efficiency. He is highly proficient in technical aspects including Rigging, Programming, etc and has a focus on building tools for automation.
• Utilizing recorded motion capture data to produce realistic cleaned up animations in Maya for industry leading clients.
• Combining all assets, environments, characters and animations to create finalized sequences in Blender for rendering.
• Validating and maintaining quality of work from peers to meet client expectations.
• Developing a smooth workflow for the Animation team to provide consistent and problem free results.
• Automating multiple animation processes using MEL in Maya to improve efficiency, reduce production time, and allow cost savings.
• Training peers to bring improvement in the overall quality.
• Received recognition and bonus for achieving excellent performance.
• Promoted to Leading, Managing and hiring a team of around 130+ members.
• Responsible for producing and delivering thousands of animated sequences within strict deadlines with required level of quality.
• Recognizing, Hiring and Training Animation Leads and Mentors to handle various ongoing Projects.
• Initiating a mentoring program to maintain quality and efficiency of team members.
• Communicating with different departments such as the Product and Engineering teams to plan scope and execute ideas.
• Implemented a fool-proof automated workflow for exchange of data between departments, resulting in 80% improvement in efficiency.
• Developed an automated Project metric system to analyze scope and estimate deliveries.
• Developed an automated employee KPI system (using ClickUp and Google Sheets) to keep track of performance and skill development within the team.
• Developed tools and scripts using Python for batch processing of thousands of sequences, enabling implementation of new updates and features provided by the R&D team.
• Contributed in the Learning and Development program by training members for skills such as scripting in Maya, FX in Houdini, etc.
• Contributed in the development of pipeline based on Perforce.
• Teaching courses such as 3D Assets, Advanced 3D Animation, Lighting and Rendering,
etc. to students pursuing BSc in Animation and Gaming.
• Assisting students to develop professional quality portfolios to increase their chances of
receiving better jobs.
• Responsible for upgrading the curriculum with the latest methods and software such as
using ZBrush instead of Mudbox, rendering in Arnold instead of Mental Ray, Using
Substance Painter and Designer for texturing instead of Photoshop only, etc.
• Introduced latest technologies and workflows such as Photogrammetry for asset
creation, Unreal Engine for Layout and Pre-Visualization, Custom tool creation for
automating production processes.
• Generated numerous e-content pieces for many different topics involving Character
sculpting in ZBrush, Dynamic rig systems in Maya, Procedural texturing workflows, etc.
• Contributed to the Faculty Development Program (FDP) to help other faculties in
gaining knowledge of the latest industry trends.
• Updated the syllabus for Animation and Gaming courses in accordance with National
Assessment and Accreditation Council (NAAC) requirements.
• Working with Engineers to Model, Texture and Render digital versions of machine assets to create product spin sets in 3Ds Max used for marketing purposes.
• Implementing an efficient and automated way to composite renders using After Effects which reduced the overall time to composite renders from 35 minutes to 6 minutes.
• Introducing new methods to create high quality rock and soil simulations for marketing videos using Houdini 17.
• Supporting the Motion Graphics team to produce aesthetically pleasing graphics and implemented a smooth pipeline for them to integrate their work with the rest of the teams.
• Promoted to be a part of the Advanced Content Experiences (ACE) team to handle High Quality projects such as advertisement videos and in-machine user experience content.
• Responsible for improving the overall scope and efficiency of the CGI department by implementing a smooth transition from 3Ds Max to Maya as the primary software.
• Working with the Tools team to create custom plugins using Python and MEL for improving quality of work and minimizing possible errors.
• Troubleshooting and providing effective methods for modeling and animation workflows.
• Creating advanced modular rigs for machines to be used in animation.
• Two times nominated for Employee of the Quarter.
• Modeling one of the hero character assets (Andrei) based on concept art provided by the Concept Art team.
• Responsible for managing the full character pipeline including modeling, texturing, rigging, motion capture, animation and simulation.
• Managing and directing motion capture sequences using Vicon motion capture system in Vicon Blade and Autodesk Motion Builder.
• Developing a fully custom facial rig based on the animation team’s requirements and creating a custom toolset plugin using Python and MEL to assist in using the rig.
• Responsible for cleanup and quality control in the final stage scenes.
• Optimizing scenes to cut down render time for each frame by 75%.
• Managing the rendering pipeline and the render farm by operating Deadline Monitor 10.
• Implementing an automated method for compositing renders in Nuke and After Effects.
• Creating the final Edit of the Short Film.
• Awarded the “Outstanding Technical Excellence” award.
• Designing full 3D Environments in Unity and Unreal Engine for Virtual Reality research applications using Autodesk Maya, Substance Painter, Substance Designer and ZBrush.
• Using Vicon Motion Capture systems to record animation data to create dynamic character movements inside Unity and Unreal Engine.
• Working with Computer Scientists as a co-author for a published research paper on “Neurocognitive Assessment in Virtual Reality Through Behavioral Response Analysis”.
• Creating Motion Graphic explainer videos in After Effects to present research topics.
• Attending Expos and Research conferences to showcase my team’s innovative research ideas.
• Creating tools and plugins to integrate 3D game design workflows with scientific research using Python.
• Using Oculus Rift and HTC Vive headsets, and combining them with extra custom sensors such as Kinect v2 and insole feet tracking to develop an accurate full body tracking system.
• Assisting team in building a breathing analysis system consisting of a FLIR Thermal camera to capture breathing patterns, useful for research.
• Collecting data of VR Application test runs to be used by computer scientists in validating their research.
• Interacting with the customers and providing an adequate solution to their problems.
• Effectively communicating highly technical solutions and troubleshooting tips to Artists and Engineers through written conversation.
• Brainstorming ideas and recreating customers’ situation to find a proper solution.
• Working with other experts as a team to solve a highly complicated technical issue.
• Addressing feedback to Autodesk’s in-house support team based on customers’ queries for further fixes of any unknown issue in the current release of the software.
• Redirecting customers to the appropriate expert based on the type of query.
My job was to create a descriptive 3D animated advertisement video of a Solar Panel, detailing all the technology that the product consists of and showcasing all the features that the product offers.