Erwann Baudet, Developer in Montpellier, France
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Erwann Baudet

Verified Expert  in Engineering

Software Developer

Montpellier, France

Toptal member since April 26, 2019

Bio

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.

Portfolio

Unity
C++, Python 3, 3D, CI/CD Pipelines, Git, GitHub, C
Mikros Animation
3D, C++, Python 3, CI/CD Pipelines, C
Ubisoft
Python, Houdini, Visual Studio Code (VS Code), C

Experience

  • Maya - 18 years
  • Linux - 15 years
  • Houdini - 12 years
  • Python - 10 years
  • C++ - 10 years
  • GLSL - 5 years
  • Qt - 5 years
  • QML - 2 years

Availability

Part-time

Preferred Environment

Git, MacOS, Linux, C++, Python 3, Python

The most amazing...

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

Work Experience

Software Engineer

2023 - PRESENT
Unity
  • Maintained high-end visual effects tools using GPU/CPU programming.
  • Tracked and fixed bugs using Jira and Agile methods.
  • Developed new combined tools to smoothen the user experience.
Technologies: C++, Python 3, 3D, CI/CD Pipelines, Git, GitHub, C

Pipeline Technical Director

2021 - 2022
Mikros Animation
  • Developed and maintained a new FX pipeline for multi-sites. Mainly developed it for Houdini and Katana Software.
  • Tracked and fixed bugs using Jira in an Agile environment.
  • Maintained direct links with the artist to ease bug fixes and new feature communication.
Technologies: 3D, C++, Python 3, CI/CD Pipelines, C

Senior Effects Technical Director | Developer

2019 - 2020
Ubisoft
  • Handled smoke and explosion simulation in game cinematics.
  • Developed a new Houdini pipeline for cinematics. Integrated it with current in-house tools for games to speed up production.
  • Managed several cinematic CG shots for a few games.
Technologies: Python, Houdini, Visual Studio Code (VS Code), C

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++, 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: Boost, Python, C++, PyCharm, CI/CD Pipelines, C

Senior FX Td/Developer

2012 - 2017
Framestore
  • 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, C

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.
2003 - 2003

Postgraduate Diploma in Computer Science and Arts

University Paris 8 Vincennes-Saint-Denis - Paris, France

2000 - 2002

Master's Degree in Computer Science and Arts

University Paris 8 Vincennes-Saint-Denis - Paris, France

1998 - 2000

Diplôme Universitaire De Technologie (DUT) in Computer Science and Engineering

IUT Le Puy en Velay Université - Le Puy en Velay, France

Libraries/APIs

Python API, OpenGL

Tools

Maya, Houdini, RenderMan, PyCharm, Git, GitLab, GitLab CI/CD, Docker Compose, GitHub

Languages

C++, Python, Bash, QML, GLSL, C, Bash Script, Python 3

Frameworks

Qt, Boost

Platforms

Linux, Visual Studio Code (VS Code), MacOS, Docker

Paradigms

Test-driven Development (TDD)

Other

CI/CD Pipelines, 3D, Physics Simulations, Simulations, Boot, Computer Science

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