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M-1703, Aparna Sarovar Apartments
Serilingampalli, Nallagandla Road,
Gachibowli, Hyderabad
Telengana, 500046
+919833846347
mukund.dh@outlook.com
MUKUND DHANANJAY
OBJECTIVE My career objective is to excel in my area of specialization, thereby
becoming an invaluable asset to the company and ensuring the growth
of the company and by extension, my own growth as well.
SKILLS & ABILITIES Programming Languages
 Python and PyQt
 C++
 MEL
DCC Software Used
 Maya and Maya API
 3D Studio Max
 Houdini (Beginner)
 Leading game development middleware like Unity, UE4, UDK and
CryEngine.
EXPERIENCE INDEPENDENT CONSULTANT
04, 2014 - Present
I am currently developing content using Unreal Engine 4 and the Oculus Rift and charting out
practical uses of this technology in the field of games & simulations.
SENIOR PIPELINE DEVELOPER, PRANA ANIMATION STUDIOS
01, 2010 – 04, 2014
My responsibilities included developing and maintaining the pipeline for various shows on the
production floor, while evolving the toolsets to cater to our long term vision. Most of the
development here was done in Python, while the user interfaces were done using PyQt.
Some of the tools that I am particularly proud of are:
• The Cloth, Hair, Fur and Foliage Pipeline: Worked closely with the various leads in
the departments to define their workflows and automate repetitive processes.
• The Scene Assembler: An XML based general purpose shot/set dressing assembler
created for the Shot Production departments.
• A Path Generator: A path translator/generator which can be configured on a per
project basis. This helped us maintain the same workflow across multiple projects,
without having to override our basic publish scripts in any way.
• A Node Based Workflow Definition System. A node based visual scripting system,
which enables TDs to quickly prototype workflows without getting into writing code.
Page 2
SENIOR 3D ARTIST, ZEN TECHNOLOGIES LIMITED
08/2006 – 12/2009
I was a part of the team developing simulators using various commercial game engines. My role
was that of a Technical Artist/Character TD.
Highlights:
 Worked extensively with Reality Engine, and have experience working with UDK and
Infernal Engine.
 Handled the export pipeline from Maya/Max to our game engine and the rigging of
characters/vehicles for our applications.
 Wrote a custom exporter from Maya to Reality Engine for Static Meshes.
PIPELINE TD, PIXELTEK GAME ART RESOURCES
05/2006 – 08/2006
In Pixeltek, I was responsible for setting up the pipeline and making various small tools to ease
their workflow.
3D ARTIST, ZEN TECHNOLOGIES LIMITED
02/2005 – 05/2006
In my first stint in Zen Technologies, I started off as a level/prop modeler for the simulators we
made and slowly started moving up towards writing and implementing various workflow related
tools.
.
3D ARTIST, JADOOWORKS ANIMATION STUDIOS PVT. LTD.
03/2004 – 01/2005
One of my jobs at jadooWorks was troubleshooting with the animators and correcting (or
reporting) rig issues and troubleshooting the pipeline. I am also an expert at MEL scripting. I
have also worked in the BG Modeling department in jadooWorks.
.
COMPOSTIOR, BHAIRAV FILMS
05/2003 – 03/2004
I worked as a junior level compositor doing wire-rig cleanups
.
EDUCATION HYDERABAD PUBLIC SCHOOL, HYDERABAD, INDIAN SCHOOL CERTIFICATE
2002
LEADERSHIP I was the Senior Pipeline Developer in Prana Animation Studios, where I
led a small team of developers in the maintenance and development of our
pipeline.

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MukundDhananjayResume

  • 1. M-1703, Aparna Sarovar Apartments Serilingampalli, Nallagandla Road, Gachibowli, Hyderabad Telengana, 500046 +919833846347 mukund.dh@outlook.com MUKUND DHANANJAY OBJECTIVE My career objective is to excel in my area of specialization, thereby becoming an invaluable asset to the company and ensuring the growth of the company and by extension, my own growth as well. SKILLS & ABILITIES Programming Languages  Python and PyQt  C++  MEL DCC Software Used  Maya and Maya API  3D Studio Max  Houdini (Beginner)  Leading game development middleware like Unity, UE4, UDK and CryEngine. EXPERIENCE INDEPENDENT CONSULTANT 04, 2014 - Present I am currently developing content using Unreal Engine 4 and the Oculus Rift and charting out practical uses of this technology in the field of games & simulations. SENIOR PIPELINE DEVELOPER, PRANA ANIMATION STUDIOS 01, 2010 – 04, 2014 My responsibilities included developing and maintaining the pipeline for various shows on the production floor, while evolving the toolsets to cater to our long term vision. Most of the development here was done in Python, while the user interfaces were done using PyQt. Some of the tools that I am particularly proud of are: • The Cloth, Hair, Fur and Foliage Pipeline: Worked closely with the various leads in the departments to define their workflows and automate repetitive processes. • The Scene Assembler: An XML based general purpose shot/set dressing assembler created for the Shot Production departments. • A Path Generator: A path translator/generator which can be configured on a per project basis. This helped us maintain the same workflow across multiple projects, without having to override our basic publish scripts in any way. • A Node Based Workflow Definition System. A node based visual scripting system, which enables TDs to quickly prototype workflows without getting into writing code.
  • 2. Page 2 SENIOR 3D ARTIST, ZEN TECHNOLOGIES LIMITED 08/2006 – 12/2009 I was a part of the team developing simulators using various commercial game engines. My role was that of a Technical Artist/Character TD. Highlights:  Worked extensively with Reality Engine, and have experience working with UDK and Infernal Engine.  Handled the export pipeline from Maya/Max to our game engine and the rigging of characters/vehicles for our applications.  Wrote a custom exporter from Maya to Reality Engine for Static Meshes. PIPELINE TD, PIXELTEK GAME ART RESOURCES 05/2006 – 08/2006 In Pixeltek, I was responsible for setting up the pipeline and making various small tools to ease their workflow. 3D ARTIST, ZEN TECHNOLOGIES LIMITED 02/2005 – 05/2006 In my first stint in Zen Technologies, I started off as a level/prop modeler for the simulators we made and slowly started moving up towards writing and implementing various workflow related tools. . 3D ARTIST, JADOOWORKS ANIMATION STUDIOS PVT. LTD. 03/2004 – 01/2005 One of my jobs at jadooWorks was troubleshooting with the animators and correcting (or reporting) rig issues and troubleshooting the pipeline. I am also an expert at MEL scripting. I have also worked in the BG Modeling department in jadooWorks. . COMPOSTIOR, BHAIRAV FILMS 05/2003 – 03/2004 I worked as a junior level compositor doing wire-rig cleanups . EDUCATION HYDERABAD PUBLIC SCHOOL, HYDERABAD, INDIAN SCHOOL CERTIFICATE 2002 LEADERSHIP I was the Senior Pipeline Developer in Prana Animation Studios, where I led a small team of developers in the maintenance and development of our pipeline.