Erwann Baudet, Software Developer in Montpellier, France
Erwann Baudet

Software Developer in Montpellier, France

Member since April 26, 2019
With a background in computer science and specialized in fluid mechanics, Erwann is a self-sufficient and rigorous technical developer with versatile and strong skills. In the past years, he has developed lots of productions tools in C++/Python and managed a large team of visual effects artists for high-end blockbuster movies. He is focused on emerging new technologies and is always looking for new challenges.
Erwann is now available for hire




Montpellier, France



Preferred Environment

GitLab, Git, VS Code, PyCharm, MacOS, Linux

The most amazing...

...project I implemented was a real-time animation cache system in C++ (based on Disney papers).


  • C++/Qt Developer

    2019 - PRESENT
    Toptal | Clear Azure Inc.
    • Developed a fully feature C++ library back end along with a QML/Qt Widget UI for front end.
    Technologies: 3D, QML, Qt, C++
  • Senior FX Td/Developer

    2019 - PRESENT
    • Handled smoke and explosion simulation in game cinematics.
    • Developed a new Houdini pipeline for cinematics. Integrated it with current in-house tools for games in order to speed up production.
    Technologies: Python, Houdini, VS Code
  • C++/Python Developer

    2019 - 2019
    Toptal | Pulse Perfect Image Inc.
    • Implemented a Blender Addon using Blender Python API.
    • Implemented a Python Binding module using PyBind11 to communicate between Blender Python API and a inhouse C++ Library.
    • Provided multi-plaform support (Linux, Mac).
    • Worked remotely with international colleagues.
    Technologies: GitLab, Git, Bash Script, Python, C++
  • Software Engineer

    2017 - 2019
    Dwarf Animation Studio
    • Developed an animation cache based on Disney Paper (used for Moana). Used multiple messaging libraries such as nanomsg, zeromq, Boost, and Python. Implemented as a Maya plugin and standalone tool based on Pixar universal scene description (USD).
    • Supported the USD Python lib in a medium size studio .
    • Developed a brand new production-ready Houdini pipeline, and integrated it into an existing pipeline.
    Technologies: Nanomsg, Boost, Python, C++, PyCharm, Eclipse
  • Senior FX Td/Developer

    2012 - 2017
    • Managed team up to 20 artists on big blockbuster movies.
    • Contributed to Python dev for multiple tasks submission using internal Python API and custom HTTP server.
    • Developed multiple Maya plugins for production using libraries like Boost and/or open source.
    Technologies: Maya, C++, Python, Houdini
  • Senior FX Td

    2010 - 2012
    Weta Digital
    • Created fluid simulation for several shows using Naiad/Weta in-house software (level set processing, particles instancer, SPH solver, etc.) along with Prman renders, Nuke comp, etc.
    • Created multiple destruction shots using in-house software for big blockbuster movies.
    • Integrated Python in order to smooth out pipeline and shots productions.
    • Developed Naiad set up (sand sim setup, splash/bubbles/foam sim, etc.).
    Technologies: Python, Houdini
  • Senior FX Td

    2009 - 2009
    Moving Picture Company
    • Designed explosions simulation on big blockbuster movies.
    • Contributed to movies such as Prince of Persia: The Sands of Time (director: Mike Newell) and Gi Joe: Rise Of Cobra ( director: Stephen Sommers ).
    • Set up a sandstorm FX using Multi Points, Sprites, and Flowline (proprietary fluid solver).
    • Managed fluid simulation and rendered some explosions using Flowline/Mental Ray.
    Technologies: Python


  • C++ Animation Cache (Based on Disney Papers)

    Developed an Animation Cache system relying on multiple libraries such as NanoMsg, Boost, and USD. This tool was entirely developed in C++ with some Python script for the pipeline side. Challenging part was to deal with multiple evolving libraries and the evolving Pixar USD file format.

  • C++ RenderMan Fur System (2005)

    A while ago, I developed a C++ RenderMan DSO so we can render directly Maya Fur to RenderMan directly without writing any files on disk.

  • C++ Raytracer in Maya (2003)

    For my studies, I did have to develop my own raytracer integrated in Maya using Maya C++ API.

  • VEX Flocking System

    Based on Boids paper. Developed a Flocking system behavior entirely in VEX (Houdini language, similar to C) which would handle separation, alignment, and cohesion, plus extra colliders and path following.

  • Python Houdini Pipeline Integration

    Developed a modern and evolving Houdini Python pipeline integrated into an existing in-house pipeline. Had to take care of input/output data, data management, production tools, and workflow.

  • Python Simulation Submitter

    During Pan movie production, more than 100 shots of clouds had to be tackled in a really short amount of time. The easiest and quickest solution was to develop a custom Python submitter, which would take care of the clouds simulation and rendering automagically. This was done using an in-house Python library and a new custom Python dispatcher tool.

  • Website

    Personal website describing all the projects I've worked on.


  • Languages

    C++, Python, Bash, QML, GLSL, Bash Script
  • Frameworks

    Qt, Boost
  • Tools

    Maya, Houdini, RenderMan, PyCharm, VS Code, Git, GitLab, GitLab CI/CD, Docker Compose
  • Platforms

    Linux, Visual Studio Code, MacOS, Docker
  • Libraries/APIs

    Python API
  • Paradigms

    Test-driven Development (TDD)
  • Other

    3D, Physics Simulations, Simulations, Boot


  • Postgraduate Diploma in Computer Science and Arts
    2003 - 2003
    University Paris 8 - Paris, France
  • Master's Degree in Computer Science and Arts
    2000 - 2002
    University Paris 8 - Paris, France
  • Diplôme Universitaire De Technologie (DUT) in Computer Science and Engineering
    1998 - 2000
    IUT Le Puy en Velay - Le Puy en Velay, France

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