Cell: (650) 270-4602
Email: stanleykwong@gmail.com
Web: http://www.stanleykwong.com
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➢ Experienced Technical Artist with over 20 years of experience creating award winning Feature Animation,
VFX, VR and AR at studios such as Disney, DreamWorks, Apple and Facebook
➢ Created AR filters/effects seen by over 1 billion users on the Messenger platform
➢ Developed and shipped award-winning Virtual Reality titles on every platform, including PC (Rift/Vive),
mobile (GearVR/Daydream) and console (PSVR)
➢ Extensive experience using UE4 Blueprints, Python, C++ and 3D computer graphics applications such as
Maya and Nuke as well as rendering engines such as V-Ray
➢ Lead and mentored dozens of Technical Artists, several of whom were promoted to be Leads
- Experience
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Facebook, Inc.Technical Artist - Menlo Park, CA - 2019-Present
- Delivered high-quality, optimized AR content w/ SparkAR Studio, targeting a wide range of mobile devices
- Prototyped new products on the Messenger AR platform by writing JavaScript logic and GLSL shaders
- Collaborated w/ engineering to test new features, worked w/ artists to communicate cross-functional feedback
- Utilized DCC toolset knowledge to instruct artists on asset creation best practices
Hogarth WW at Apple, Inc.Lead Technical Artist - Cupertino, CA - 2017-2019
iPhone and iPad Product Rendering and Lighting
- Created high-end, industry-leading photorealistic CG artwork using Maya, Vray and proprietary pipeline tools. Artwork was displayed in Apple stores/billboards and on Apple.com
- Lead projects to achieve client objectives within budgetary constraints and approved timelines
- Worked within cross-functional teams of creatives, engineers & clients to help bring their ideations to life in 3D
Penrose StudiosSenior Technical Director - San Francisco, CA - 2015-2017
Arden's Wake, Allumette, The Rose and I
- Researched, designed and prototyped AR short The Rose and I for Microsoft Hololens using Unity (C#)
- Collaborated with design, engineering, artists and QA to ship VR shorts The Rose and I and Allumette on Oculus Rift, HTC Vive, Samsung GearVR, Google Daydream and Sony PSVR. Launch partner on all five platforms
- Ported PC based VR short The Rose and I UE4 project (Blueprints/C++) to mobile platforms Samsung GearVR and Google Daydream
- Developed method to simulate 6DOF input with 3DOF mobile headset and trackpad input for VR short The Rose and I
- Created and fine-tuned the direct lighting, reflections, and shadows for VR short Arden's Wake, working with the Art Director and CG Supervisors
- Wrote and maintained UE4 Blueprints and Blueprint Function Libraries for VR shorts The Rose and I and Allumette
DreamWorks AnimationLead Lighting Technical Director - Glendale, CA - 2013-2015
NOVA (A division of DreamWorks' New Technology Initiative, IGO)
- Created photoreal content with DreamWorks' proprietary PBR (Physically Based Renderer)
- Prototyped Kung Fu Panda VR experience Shifu's Grotto
- Setup and documented DreamWorks' HDR (High Dynamic Range) capture process and workflow
- Accelerated client's product development cycle and enhanced product marketing with DreamWorks' proprietary cloud-based CGI pipeline
DreamWorks AnimationLead Lighting Technical Director - Glendale, CA - 2010-2013
Kung Fu Panda 2, Turbo, Madagascar 3: Europe's Most Wanted, Puss in Boots: The Three Diablos
- Along with 1-2 other co-leads, lead a team of up to 10 Production Lighting TDs
- Setup various sequences including interior garage racetrack on Turbo, exterior plane wreckage on Madagascar 3 and the exterior desert set on Puss in Boots: The Three Diablos
- Worked on the Fuhu DreamTab, a DreamWorks branded Android tablet aimed at the kids market. Lit content featuring King Julian from Madagascar, Gingy the Gingerbread Man from Shrek and Puss from Puss in Boots.
- Created and fine-tuned the direct lighting, reflections, and shadows for each assigned shot, working with the Art Director and CG Supervisors. Composited all elements of the shot
PDI/DreamWorks AnimationLighting TD - Redwood City, CA - 2008-2010
Madagascar 2, Monsters vs. Aliens, MvA: Bob's Big Break, MvA: Mutant Pumpkins from Outer Space
- Created and fine-tuned the direct lighting, reflections, and shadows for each assigned shot, working with the Art Director and CG Supervisors. Composited all elements of the shot
- Lit and composited Bob the Blob, a translucent character made up of almost a dozen different render layers, including refraction, reflection, bubbles, inner core gradient, diffuse, etc.
Sony Pictures ImageworksLighting Technical Director - Culver City, CA - 2005-2007
Open Season, Open Season: IMAX 3-D, Boog & Elliot’s Midnight Bun Run, Sony Imageworks Logo
- Created and fine-tuned the direct lighting, reflections, and shadows for each assigned shot, working with the Art Director and CG Supervisors. Composited all elements of the shot
- Converted shots from Open Season to stereoscopic 3D shots for Open Season: IMAX 3-D
- Lit and rendered elements for the Sony Imageworks Logo project
DreamWorks AnimationPipeline/Lighting TD - Glendale, CA - 2003-2005
Shark Tale, Madagascar, The Madagascar Penguins in a Christmas Caper
- Created and fine-tuned the direct lighting, reflections, and shadows for each assigned shot, working with the Art Director and CG Supervisors. Composited all elements of the shot
- Co-designed and implemented the Lighting Exporter, a Tcl/Tk tool that worked with LUIGI (Shark Tale Lighting Tool) to export Lighting Rigs from master shots to other similar shots
- Developed various Perl, Python and MEL tools used in the SharkTale CG pipeline
DreamWorks AnimationAssistant Pipeline TD - Glendale, CA - 2001-2003
- Used Maya Assets (DreamWorks' proprietary XML-based Asset Management system based on Maya referencing) and PeRCS (DreamWorks' proprietary Revision Control Software) to set-up, track and version all production shots going into the animation department
- Worked as an interface between the CG Layout department and the 2D traditional animation department
Walt Disney Feature AnimationScene Setup Admin - Burbank, CA - 1997-2000
- Used ADAM/AXS (WDFA’s proprietary digital asset management and revision control software) to set-up, track and version all the data created by the animation department
- Developed various UNIX utilities that were widely used in WDFA’s digital production pipeline
- Skills
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Programming Languages : C/C++, Python, Perl, MEL, Java, csh
Operating Systems & Software Packages: Linux, Maya, Nuke, UE4, Unity, V-Ray
Proprietary DreamWorks Software : Torch/LIGHT (PDI Lighting Tool), COMP (PDI Compositing Tool),
LUIGI (RenderMan/Mental Ray Global Illumination Lighting System)
Proprietary Sony Imageworks Software : Katana, Birps (RenderMan based Lighting Tool),
- Education
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University of California, Davis
Major: B.S. Computer Science (Computer Graphics and Scientific Visualization Emphasis)
Minor: English (Film Studies Emphasis) - References
- Dave Walvoord, Visual Effects Supervisor, DreamWorks Animation
Brad Herman, CTO & Co-Founder, SPACES, Inc.
Jimmy Maidens, Cheif Scientist & Co-Founder, Penrose Studios