Andrew Kaufman is the Software Engineering Supervisor at Image Engine and has been with the company for over 12 years. His role spans project, people, and product management as he directs the studio’s software development processes & roadmaps, manages the engineering team, and promotes Image Engine’s open source contributions within the VFX / Animation industry.
Andrew holds a B.Sc. in Computer Science and Animate Arts from Northwestern University, and his work was exhibited in Chicago as an emerging New Media artist. He went on to earn a M.Sc. in Computer Science from The University of British Columbia, where he focussed on biomedical muscle simulation, publishing research with both SIGGRAPH and the International Society of Biomechanics.
In 2008 Andrew joined Image Engine’s relatively new R&D team, tasked with building a brand new film pipeline for District 9, where he focussed on developing Lookdev and Lighting tools as well as distributed rendering software.
Following the breakout success of District 9, Andrew helped build Image Engine’s proprietary fur system for The Twilight Saga: Eclipse, as the studio was tasked with creating several full CG wolves. He continued to focus on Rigging and Creature FX software development for The Thing, R.I.P.D, and Teenage Mutant Ninja Turtles, designing a modular rigging framework, as well as a variety of geometric deformers, musculoskeletal operators, and simulation frameworks.
For Elysium, Chappie, Jurassic World, and Point Break his focus shifted towards Environments and FX, developing procedural geometry and 3D scene generation toolsets in Maya, Houdini, and at render-time in Cortex and Gaffer.
In 2014 Andrew took on the role of R&D Lead for the studio, acting as both architect and active individual contributor to the studio’s 3D content pipelines, including all Maya, Houdini, Cortex, and Gaffer software development used on all productions at the studio.
Most recently, in 2020 he has transitioned to a management role, as Image Engine’s Software Engineering Supervisor, where he directly manages the Software Engineering team, and regularly collaborates with Digital Workflow, CG & Department Supervisors, Data Analysts, IT, and Senior Management in order to form a cohesive technical strategy for the studio.