Wen Tien
|
Objective |
Full-time lead software engineer position or pipeline consultant in cinematic production. |
|
Education |
2002-2004 University of Southern California · M.S. in Computer Science 1997-2001 University of California, Los Angeles · B.S. in Computer Engineering |
|
Game Credits |
Lair (PS3) – Cinematic Pipeline Technical Director Gears of War (XBox 360) – Pre-rendered Cinematic Engineer God of War 2 (PS2) – In-Game Cinematic Engineer Spyro 3 (XBox PS2 GC PSP) – Pre-rendered Cinematic Engineer |
|
Experience |
2007 – Present Sony Computer Entertainment of America (San Diego) Cinematic Pipeline Technical Director · Manage and troubleshoot cinematic pipeline · Work closely with department leads to improve workflow · Develop various production tools to support all departments · Provide tools trainings
2006-2007 Technicolor Interactive Senior Software Engineer · Various pipeline tools for Maya, Mental Ray, and Alienbrain · Setup and troubleshoot Maya scenes for PS2 in-engine render · Rush render farm administration and customization · Alienbrain administration and customization · Troubleshooting Maya expression-driven effects · Gameplay prototyping using UnrealEngine3 · Gamebryo & RenderWare support
2002-2006 Institute for Creative Technologies Lead Engineer · Integrating Architecture (2005-2006) o C++ generalist in graphics, animation, and tools development o Worked closed with Art Lead developing Maya tools for content production pipeline o Unreal 2.5 engine modification and scripting o Alienbrain administration · FlatWorld (2004) o Designed automatic speech-driven facial animation pipeline and tools o Virtual Character prototype appeared in 2004 Army Science Conference · Facial Animation (2003-2004) o Researched on realistic lip-synch, eye gaze, tongue movement, and skin wrinkles o Results published in 2003 Symposium for Computer Animation · Full-body Animation (2002) o Implemented 1999 SIGGRAPH paper on joint-smoothing and retargeting for IK-based characters · Motion Capture (2003-2004) o Responsible for set-up, maintenance, calibration of in-house motion capture system o Experience in MoCap data acquisition and post processing · Face Scanning (2003-2005) o Experience in set-up, calibration, environment lighting for 3d model acquisition o Digitizer data post-processing and 3D model construction |
|
Languages |
C++, C, Java, Perl, Visual Basic, Lisp, Pascal, Basic, ASP, PHP, HTML, XML, JavaScript |
|
API |
MEL & Maya API, Unreal Engine 3, Gamebryo, OpenGL, STL, FLTK, Microsoft SAPI, AT&T Natural Voice, Performer, MySQL |
|
Technologies |
· Temerity Pipeline · Alienbrain & CVS · Rush · Motion Analysis motion capture system setup and data-processing · Inspeck face scanner setup and data-proecessing · Windows, UNIX, SGI Irix · Microsoft Visual Studio & Office Suite · Adobe Photoshop, After Effects, Premiere |
|
Publications |
Expressive
Speech-Driven Facial Animation
Learning Controls for Blend Shape Based Realistic Facial Animation Pushkar Joshi, Wen C. Tien, Mathieu Desbrun, and Frédéric Pighin Proceedings of the Symposium on Computer Animation 2003 and SIGGRAPH 2003 Technical Sketches |
|
Personal |
U.S. Citizen |