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Dane Bettis

Display name:
Dane Bettis
Location:
Los Angeles, California, United States
Closest Major City (for Meetings):
Los Angeles, California, United States
Main Position:
Pipeline Developer
  @ The Third Floor
Pipeline Developer
  @ The Third Floor

2015-11-01 - 2017-06-16  (1 year, 7 months, 15 days)

Key Achievements:

  • Conducted interviews, gathered, and authored design requirements for the Attic (an Asset Library)

  • Researched, tested, and selected available technologies needed to implement the Attic

  • Defined and maintained development best practices and static analysis for the Attic

  • Fully designed the Attic system, server, libraries, modules, and applications:

    • Reduced time needed to find, customize, and reuse assets from hours to minutes

    • Operates as multiple servers, deployed anywhere, with or without connections to peers

    • Assets stored to any Attic server will never overwrite or clash with those on any other

    • All assets on any server will opportunistically sync to all other authorized Attic servers

    • System launched with over 10,000 assets available for use with multiple servers

  • Fully implemented:

    • Search app: natural language search, interactive previews, & downloading assets

    • Maya-specific import system: allows live import of Attic assets into the current maya session

    • Tagging system: interactive search for 1000s of whitelisted tags to assign to asset at publish

    • Client-side publish: functionality to capture metadata needed for later upload to the Attic

    • Client-side upload application: upload assets & metadata to Attic servers

    • Client-side libraries: communicate with Attic servers and handle their data

    • Server code: infrastructure, devops, and libraries to create, run, and maintain Attic servers

    • Attic server self-installing USB: and the software to create it

    • Bulk ingest tool: creates Attic assets from assets stored in the previous system, the Ark

 

Pipeline Technical Director
  @ Framestore

2013-06-01 - 2015-10-30  (2 years, 4 months, 29 days)

Key Achievements:

  • During my employment, I was the only pipeline TD at Framestore Los Angeles (FSLA)

  • Built a working ad-hoc pipeline in FSLA and maintained it while the global pipeline was developed

  • Created a custom render queue from in-house software to support the unique needs of FSLA

  • Co-authored and deployed DWA EXR I/O plugins for nuke & hiero, saving significant disk space

  • Co-designed a crowd capture workflow which rendered 3 million people at 2 minutes per frame

  • Created and deployed a workflow for on-set depth capture via Kinect-v2 for the singer Beck

  • Prototyped virtual production & performance capture systems for FSLA using MS Kinect & PS move

 

Founder & Lead Developer
  @ Junebee

2012-10-01 - 2013-04-30  (6 months, 29 days)

Junebee was a small self-funded startup that I ran full time with my borther, after we left Rhythm & Hues. We had worked on the sets of serveral indie shorts and studio feature films, and saw the short comings of having to maintain a wholistic view of work dependancies and stopages on paper or only in one's head. We also felt we could have more effecent communications on a non-voice channel, since film often involves big personalities and high pressure environments. So we created a fully functional prototype app to address these concerns. Junebee was the name of our startup and of the application.

Key Achievements:

  • Identified a need & designed a mobile web app to reduce work stoppages on live action sets

  • Specified and selected the tech stack & hosting for this cloud based mobile app

  • Developed a mobile web app in Dart/js/HTML5/CSS3 & created native apps from the web app

  • Rapidly taught myself the needed technologies and language to create said web app

  • Gathered feedback on the prototype from other filmmakers

 

Pipeline Technical Director
  @ Rhythm & Hues Studios

2007-02-01 - 2012-09-30  (5 years, 7 months, 29 days)

Key Achievements:

  • Created a pipeline from scratch in two weeks for rh|box, allowing them to finish Devil May Cry

  • Decreased feedback time from days to minutes for our artists and producers by writing qc_anim

  • Kept major Houdini set pieces on schedule by designing a custom workflow for Snow White

  • Reduced work file bugfix turnarounds from weeks to minutes by authoring a search tool, n_grep

  • Reduced shot finaling time from 12+ hours to one hour by completely refactoring mkfinal

 

 

Member Since: September 6, 2017  (4 months, 14 days)
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