EXPERIENCE / RESUME

Stephen Boileau

Technical Artist | Python Tools, Real-Time Pipelines & Optimization

Los Angeles, CA · stephen.a.boileau@gmail.com · (661) 860-1264

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Summary

Technical Artist and Developer with 12 years delivering artist tools and real-time systems in Unity, Unreal Engine, and Maya. Built production render automation, live character software, and designer-facing pipelines; improved a live Unity show from roughly 13 FPS to over 60 FPS.

Core skills

Tools & pipelines
Python, PyMEL, PyQt, Maya exporters and validators, render automation, artist interfaces
Real-time development
Unreal Engine 5, C++, Blueprints, UMG; Unity, C#, Netcode for GameObjects, Quest, Android/iOS
Character workflows
Rigging, skinning, FK/IK, blendshapes, motion capture direction, cleanup and retargeting
Optimization & rendering
GPU/CPU/memory profiling, LODs/HLODs, draw calls, lighting, culling, streaming, Movie Render Queue
Production infrastructure
Perforce administration, Git/GitHub, Jira (Agile), Linux, Google Cloud, technical collaboration and mentoring

Professional experience

Super 78

Technical Artist & Developer

December 2021 – Present
Los Angeles, CA

  • Owned technical implementation across concurrent Unreal Engine 5 and Unity productions and mentored junior developers.
  • Improved Chimelong’s live Unity show from roughly 13 FPS to over 60 FPS through C# refactoring and Maya asset optimization, preserving visual quality.
  • Built Python/Movie Render Queue automation for 1–8 unattended nightly renders, VR review conversion, naming, filing, and Slack completion/failure alerts.
  • Main programmer for a live Unreal character system: 120+ animation sequences, a UMG interface used by 12+ performers, live camera feeds, and three real-time character outputs from one machine.
  • Optimized attraction environments; built Quest theater visualizers for client media review. Directed motion capture, cleanup, and retargeting into Unreal.
  • Deployed and administer a Linux/Google Cloud Perforce server supporting 4–5 external vendors and the internal production team.

Embodied Inc.

Technical Artist

June 2018 – December 2021
Pasadena, CA

  • Helped ship Moxie from development through launch: character rigging, facial/blend-shape animation preparation, real-time asset integration and optimization, and C# development on embedded hardware.
  • Built a Python/PyQt designer audio tool for selection, filing, loudness normalization, and JSON-driven Unity streaming asset-bundle builds.
  • Automated rig removal from hundreds of Maya animation files and standardized FBX export with custom exporters.
  • Worked in an Agile workflow in Jira, with tickets linked to the team's GitHub repositories.

DeepBlue Worlds

Junior Technical Artist

February 2014 – June 2018
Los Angeles, CA

  • Built Unity/C# interactive, AR, and educational apps for Android and iOS, with Maya modeling, rigging, animation, integration, and mobile optimization.
  • Sole developer of Dino on My Desk, released for Android and iOS in 2016.

Mt. San Antonio College

Lab Technician / Teacher Assistant

August 2013 – December 2016
Walnut, CA

  • Assisted instruction in Maya, modeling, animation, and game-development coursework.

Selected projects

Paladin Auto-Rig ↗

Python tool for Mixamo-style skeletons: FK/IK, reverse-foot, animation import, and game-ready FBX export. Maya demo available; public release and Blender-port status need confirmation.

Unity multiplayer strategy game

Solo-built personal project in closed beta. Unity 6 / C# / Netcode for GameObjects, with Android/iOS support and low-end-device optimization.

Education

Mt. San Antonio College

Coursework in Animation, Game Development, and Autodesk Maya