Step inside a real-world production pipeline and see how open standards are shaping the future of animation and VFX. In this session, the Autodesk team will highlight how technologies like USD, LookDevX, and OpenColorIO are streamlining collaboration and interoperability across tools and teams.
Then, Marc will present how Superprod's pipeline leverages Maya and USD to animate and quickly populate shots in their productions, with a focus on the animated series Underdog. They will detail how the integration of USD has streamlined layout and animation workflows, enabling faster iterations and improved scalability. The talk will also cover how tools were designed to stay artist-friendly while embracing the flexibility of USD. Finally, they will show how Arnold is used to render the final images with a consistent and high-quality look.
Marc Dubrois is the Head of Pipeline at Superprod. He started his career as a graphic artist, accumulating a decade of experience in roles ranging from graphic artist to Lead, Supervisor, and CG Supervisor for both Commercial and Feature films. Then, he transitioned to a developer role, constructing pipelines to support his colleagues working on commercial and feature films for another ten years. Before being at Superprod, Marc was a TD Supervisor and Head of R&D at Mikros Animation, contributing to feature film projects. Over the past years at Superprod, he has overseen the development and implementation of the USD-based pipeline called Flow.
John Paul has been working in the TV/Film Industry for over 15+ years. He started his career as a lighting artist for Brown Bag Films and quickly made the jump from TV series to commercials, to be the studio 3D R&D Technical Director. He was instrumental in integrating Maya and Shotgun in Brownbags’ Pipeline and has worked on Emmy awarded TV show "DocMcStuffin" currently on Disney Jr, Octonauts on Cbeebeis, Peter Rabbit on Nick Jr, among others.
JP is a 3D generalist, who will expand our team by bringing his extensive knowledge as Visual Effects TD and Technical Lighting Artist with him. He brings wide-ranging knowledge of Shotgun, Arnold, Maya, MEL, 3ds Max and Nuke with him, which makes him a great contributor to help achieve our goals in Create, Connect and Compute and beyond.
Alex Horst’s journey with 3D started in the early '90s, when he presented 3D Studio R3 at a CAD trade show – as a high school student at the time. Today, he is a Product Specialist at Autodesk, focusing on 3ds Max and Autodesk Flow – helping customers across industries get the most out of their creative tools and workflows.
With deep experience in both real-time and rendered content, Alex has supported a wide range of companies, from game studios to architectural and design visualization teams. He specializes in analyzing production pipelines, listening closely to customer needs, and translating real-world challenges into meaningful feedback for Autodesk’s product development. His goal: enabling teams to work more efficiently, stay flexible, and bring their ideas to life faster.
Roland Reyer has started in 1992 as an Application Engineer at Wavefront Technologies GmbH in Germany. He became an industry expert for the entire product portfolio of Wavefront Technologies, later Alias | Wavefront, Alias and finally Autodesk M&E. In his role as an application specialist he tested, showcased and trained Maya from its very first version. With over 30 years product and market experience, Roland now works at Autodesk as a Technical Specialist for Maya, Bifrost, Arnold, and Motionbuilder throughout Europe.