Stanley Kwong

Technical Artist


➢ 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

Facebook, Inc.Technical Artist - Menlo Park, CA - 2019-Present

Messenger Art Team

  • 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

Sinbad

  • 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

Disney's Dinosaur

  • 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

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

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