Previous Spotlights
Brian J. Green
R&D - Principal Engineer, Rendering

Where did you work prior to DreamWorks?

My first job was as a gardner when I was 12. I worked that job, 8 hours on Saturdays, until I was 16. It was damn hard work. I saved up enough money to buy my first car. My first professional job in production graphics was the 8 years I spent in the Rhythm & Hues software department. At the time it was a small group with a lot of proprietary software. They really provided me with my core education in computer graphics as I needed to work on all the different tools: modeling, animation, rigging, rendering, 2D tools, etc…

What’s the most exciting thing you’ve worked on at DreamWorks?

MoonRay of course! Ray-tracing really represents a generational shift in production rendering. It is the type of change an engineer might experience only once or twice in their entire career.


Suelika Chial
R&D - Project Manager, Rigging and Animation

What is it like working for DreamWorks?

I’ve been here for 18 years and I’ve gotten to work on a lot of different things along the way. For me, working here is like switching “jobs” to work on a different project every few years without having to leave great people and this awesome place .

What’s the most exciting thing you’ve worked on at DreamWorks?

The most exciting times for me have been when we get to work on a new, large application from scratch, like Torch and now Luna. We get a chance to replace an older tool with something that will make artists lives better and work with a great team to do it.

Doug Sherman
R&D - Principal Engineer, CorPS

What inspired you to choose this career path?

Since I saw Raiders of the Lost Ark as a kid, I wanted to do two things: work in the movie industry and potentially became a swashbuckling archaeologist. Ironically, my love for computer games fueled my interest to getting into computer programming. So combining both computers and film making led me down the path of where I’m at now. I’m still working on the archaeology part…

What’s the most exciting thing you’ve worked on at DreamWorks?

The CorPS Platform is probably the most ambitious project I’ve worked on so far. It’s ultimate goal is to provide a set of highly available cloud-native Microservices in service of managing both pipeline workflows and studio digital resources.