Ryan Heniser

Shader Writer and Software Engineer

Ryan Heniser is a qualified professional, that works in Blizzard Entertainment main office of which is in 593. as a Shader Writer and Software Engineer since 2018. This person gained professional experience in more than nine positions at various companies. Ryan Heniser went to the Savannah College of Art and Design and received education there to 2008. Ryan Heniser has professional qualifications: Sun Certified Java Programmer and Sun Certified Grid Engine Administrator. Irvine, California is the area, where this professional was known to live. This expert's email address and phone number are easily accessed through SoftwareOfficial by request.
Name variants:
Ryan Heniser
Last updated Jun 12, 2024

Contact Information

Last Update
Jul 10, 2022
Email
rh**@blizzard.com, he**@yahoo.com, ry**@blizzard.com
Location
Irvine, CA

Workplace

Blizzard Entertainment
Shader Writer and Software Engineer

Irvine, CA

Industry

Computer Games

Work History

Shader Writer and Software Engineer

1 Blizzard Way, Irvine, CA
from Feb 2018

Senior Shading Technical Director

Debugged, enhanced, and optimized shaders in the existing Mantra Shader Library (Vex/VOPs) Converted the existing Mantra rendering pipeline & shader library to use Arnold Developed Arnold...
Jan 2015 — Dec 2017

Shader Writer and Software Engineer

Assisted with the development, debugging, and maintenance of Weta's Shader Library (in C++ and RSL) Optimized shader and C++ (shadeop) plug-in code Responsible for tracking-down and reso...
Apr 2013 — Nov 2014

Cg Supervisor

Responsible for tracking-down and resolving shading/rendering artifacts and bottlenecks in production scenes Served as the liaison between the core shading team and the show on all render...
Jun 2012 — Nov 2012

R and D Software Engineer

Lead Software Developer for DNeg's Re-rendering Package Responsible for the design, implementation, and maintenance of the Maya-to-PRMan re- rendering package using Python, PyQt, DBus, an...
Jan 2010 — Jun 2012

Lead Software Engineer

Mpc
Assisted with the development, debugging, and maintenance of MPC's proprietary lighting tool. Served as the liaison between the core R&D team and all shows on all rendering, shading, and l...
Sep 2009 — Jan 2010

Ilm R and D Software Engineer

P/O Box 29919, San Francisco, CA
Lead Software Developer for ILM's Proprietary Lighting Package: Responsible for the development and maintenance of both the C++ and Python multiple tier architecture for the package, incl...
Jan 2008 — Nov 2009

Shader Writer

2005 — 2008

Shader Writer and Programmer

Designed and developed PRMan Rif Filter Plug-ins to modify the PRMan graphic state to a state, optimal for a specific type of render pass e.g. ambient occlusion or subsurface scattering R...
Sep 2004 — Sep 2005

Occupations

IT Professional
Software Engineer
Artist
Colorist
Writer
Entertainment Professional
Executive
Technical Director
C++ Developer
Computational Scientist
Software Developers
Painter
Entertainer
Technical Managers
Software Developer
Computer Scientists

Skills

Shaders
Computer Graphics
Renderman
Visual Effects
Maya
Mel
Nuke
Houdini
Technical Direction
Computer Animation
Compositing
Animation
Python
Pipeline Development
Shake
Look Development
Pyqt
Mental Ray
Lighting
Rendering
Arnold
C++
Cmake
Katana
Modo
Lightwave
Clarisse
Rsl
C
Perl
Tcl
Tcl Tk
Vex
Bash
Csh
Cassandra
Riak
Vtune
G++
Gcc
Computer Science
Mathematics
Numerical Analysis
Differential Equations
Partial Differential Equations
Statistical Data Analysis
Optics
Redshift
Lua
Opengl
Java
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