👋 Hi, I'm Simon - Developer & Tech Artist

Passionate about building tools and systems that improve efficiency and creativity.

  • Batch Renderer - CLI batch-renderer for Blender
  • Magnolia for Aseprite - small set of tools for Aseprite made with Lua
  • Parallax - CLI tool for creating parallax scrolling .gifs
  • Album Splitter - tool to split .mp3's from timestamps
  • Magnolia for Toolbag - set of tools for Marmoset Toolbag made with Python
  • Batch Color Calibration - automatic Calibration system for RAW 3D scans (PySide/Qt/Python)

  • Skills

    Languages: Python, C#, C/C++, HLSL, TypeScript / JavaScript

    Frameworks/Libraries: Qt/QML (PySide), Tauri (React + Rust), Three.JS

    Tools & Platforms: Unity, Blender, Git


    Experience

    Guardian Glow Limited - VFX Engineer/Tool Programmer (Part Time)

    Nov 2025 - PresentPython, Procedural Geometry
    • Automated background rendering of Synthetic Data using Blender CLI and Python, improving render times by up to 14x through Multiprocessing.
    • Developed procedural geometry and simulation systems to generate ground truth datasets for algorithm training.
    • Recreated biomechanics-based simulations by extracting and translating data from scientific papers using tools like DataThief.

    Animated Storyboards - Tool Programmer

    Mar 2023 - Jun 2025Python, Qt/QML, C#/WinForms, MAXScript
    • Developed 40+ Blender tools to automate core production workflows. Adopted across the studio by 100+ artists.
    • Iterated on tools based on artist feedback, while producing documentation and training materials.
    • Designed and implemented a custom auto-rigging system with a Qt-based Rig Picker UI, reducing rig setup time by over 90%.
    • Built desktop automation utilities (C#/WinForms) to convert 3ds Max assets to Blender.
    • Engineered an IPC-based bridge enabling one-click Alembic transfer between 3ds Max and Blender.

    Mutate - Game Developer

    Apr 2022 - Jan 2023Game & Level Design, C++
    • Designed and implemented 10+ interactive mini-games using in-house UGC tools.
    • Developed modular gameplay systems and mechanics in C++, contributing to faster iteration cycles.
    • Explored and documented UGC tool limitations, providing actionable feedback that improved developer usability.

    Education

    BIOS - 2016 - 2018

    Associate Degree in Art & Game Design