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I'm always on the lookout for opportunities that will appreciate and leverage my skills and experience, provide the chance to work with talented people who are passionate about what they do, and challenge the team both artistically and technically to create something that hasn't been seen before.

My formal education is in computer science (BS Summa Cum Laude, and MS), with additional course work in mathematics, science, and engineering. My technical skills concentrate in the areas of computer graphics, simulation, software and systems architectures, work flows and pipelines, and digital production.

The high profile portions of my professional experience are my work as CGI Technical Director at Walt Disney Feature Animation (Mulan, Lilo and Stitch, Pooh's Hunny Hunt), and as Technical Art Director and acting CG Supervisor at Electronic Arts - Tiburon (Superman Returns). At Disney, I wore two hats, building tools, pipelines, systems, and other software infrastructure, and also working in the trenches as a digital artist creating CG elements and wrangling scenes. At EA, much of my work focused on shaders and the XBOX 360 GPU, but I also worked very closely with the Art Director and Art Leads on the look of the game, dealt with tools, pipelines, and work flows, and supervised several Technical Artists.

I also served on the Digital Media Faculty at the University of Central Florida, where I taught and mentored students and helped build programs and laboratories to teach artistic, technical, and collaborative skills and to nurture students' abilities to communicate through the art. This includes helping design two undergraduate Visual Language specializations, and the corresponding Visual Language Lab, which I built from the ground up. It also includes the graduate level Florida Interactive Entertainment Academy, where I served early on as the Interim Director and then later as the Curriculum Coordinator.

In 2003-2004 I served on the ACM SIGGRAPH Education Committee, where I wrangled the Student Animation Competition for the 2004 conference in Los Angeles. I was also the Technical Director for the Edge at SIGGRAPH in 1994, a speaker in the Art of Disney's Mulan course at SIGGRAPH in 1998, and wrangled a statewide coalition for the Louisiana Digital booth at SIGGRAPH in 2009.

In 2007, I moved to take the position of Technical Director at the Louisiana Immersive Technologies Enterprise (LITE), a most unusual organization and an interesting challenge. Early on, my role involved two main areas: software development, and systems (compute and visualization clusters, four stereoscopic visualization venues, networks, and general IT). But since LITE's stated purpose included economic development, we had the opportunity to fill a niche between the university research labs and the business world. Recognizing the need to up our game, I was able to basically double the size of my team by adding content development folks and more of a production mindset and became Creative Director. After a short stint adding interim Chief Operating Officer duties, I transitioned to Chief Creative Officer which involved content development and technical as before plus increased business development responsibilities.

My experience also includes several years of research, as well as training system development. My research efforts included dynamic virtual environments, virtual-reality and mixed-reality, and simulations and training for the emergency services. In the early 1990's, for example, I was involved with Distributed Interactive Simulation (DIS), most notably as Visual Systems Scientist at the Institute for Simulation and Training designing distributed architectures for simulating dynamic virtual environments on heterogeneous computer networks. In 2001-2002, while working as a Senior Scientist at SAIC I was the Technical Lead and architect for a federally funded training and assessment tool destined for emergency managers in every county in the United States.

I have strong software skills, especially in and around the areas of computer graphics and interactive simulation. I have broad experience and have demonstrated my ability to effectively solve problems across several industries, including research and education, as well as large scale production on feature animation and games. I have strong leadership skills, and a relentless pursuit of excellence that tends to help motivate and inspire those around me. And despite the trend in the last 10-15 years toward specialization, I have for the most part remained a staunch generalist.

My breadth of experience has given me the opportunity to generalize a notional meta-production process, which allows production problems to be attacked in the same way, while accommodating differences in scope and delivery systems.

I am experienced with the authoring, processing, and maintenance of large and fairly complex data sets. I have an ability to see patterns and structures in the data and the work flow, and to conceive of architectures for producible solutions. I've designed, developed, and refined production pipelines, and coordinated across boundaries to streamline and troubleshoot CG integration issues. I'm also able to define the need for and direct the work of an interdisciplinary team, and balance trade-offs involving quality, cost, and schedule.

Analytical by nature, my long suits are leadership, intuition, and problem solving. I also have some expertise in clarifying vision, communicating with stakeholders, and getting noses pointed in the same direction, all the while refusing to accept mere motion at the expense of true forward progress.

These things, combined with my knack for seeing the big picture, make me particularly well suited to a production environment where the real trick is to balance all the competing requirements against capabilities and capacities, and ultimately deliver quality results.

© 2011 Marty Altman

Last updated: August 05, 2011