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Dora the Explorer + Pipeline Development

Technical Director · Pipeline Studios

Dora the Explorer
Role
Technical Director
Studio
Pipeline Studios Inc.
Network
Paramount+
Period
2023 – Present

My current role at Pipeline Studios spans two tracks: production technical direction on Dora the Explorer, and studio-level pipeline development built and validated on internal POCs — designing workflows, building production-ready tools, and supporting delivery across departments.

Production — Dora the Explorer

Designed and guided production workflows across multiple departments, ensuring efficient handoff between concept, animation, lighting, and final delivery stages.
Acted as a technical bridge between artists, supervisors, and pipeline engineers, translating production needs into technical solutions.
Developed automation scripts in Maya using Python and MEL to streamline repetitive tasks including scene cleanup and batch processing.
Built scripting tools to identify, gather, and package assets and scene dependencies for client delivery.

Studio Pipeline Development — Internal POCs & R&D

Solo-owned the studio's Maya→Unreal pipeline, building, documenting, and maintaining production-ready tools from the ground up.
Built a Maya / PySide FBX export tool with token-aware scene parsing, automated material validation, and rig detection — cutting shot and asset export from ~8 min to ~30 sec (~95%).
Developed an Unreal rendering tool on the Movie Render Queue Python API (PySide6) with sequence and preset auto-discovery and headless command-line rendering — collapsing ~12 min of sequencer setup to ~10 sec (~98%).
Integrated render-farm submission (Deadline) with pre-job Perforce sync — turning multi-shot rendering from ~40 min of manual setup into one-click batch submission (~99%), and stood up a dedicated Unreal render-farm worker end to end.
Built an Unreal sequencer-assembly tool that generates and links master and sub-sequences (camera / animation / lighting) in single or batch mode.
Authored a selective Perforce deploy pipeline for clean, atomic delivery of tool updates to artists' Maya and Unreal environments.
Created a mocap-driven layout workflow (Rokoko) that gave the animation department an estimated ~10–20% head start; evaluated AI and markerless capture tools (Move.ai, Moverse, Cascadeur).
Built the tool suite solo with AI-assisted development as a force multiplier, and led internal R&D evaluating emerging AI tools across concept, modeling, animation, and lighting — reporting practical adoption and limitations to studio leadership.