Borja Morales

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Summary

I am a Software Engineer with over 15 years of experience in the computer graphics field. I thrive on building and collaborating with diverse teams of artists and engineers. My experience includes working with both onsite and distributed teams, fostering productive and creative environments. My strengths are:

  • Engineering Management.
  • Software Engineering (C++, Python, JavaScript).
  • Experience in shader writing, both real-time and offline rendering, and knowledge of DCC application SDKs.
  • Artistic understanding of software such as 3ds Max, Maya, and Houdini.
  • Technical support and training for customers and production teams.
You are welcome to contact me: reality3d -at- gmail.com

Professional Activity

December 2021 - Present: Software Engineering Manager at

Vision Pro & visionOS

November 2017 - December 2021: Senior Software Engineer at

Vision Pro & visionOS

November 2016 - November 2017: Technical Product Manager at Fabric Software

Fabric Software develops Fabric Engine, a digital content creation platform to build high-performance production tools for VFX, Games, Virtual Reality and Visualization.

My responsibilities include:

  • Product Owner, working on roadmap and release definition (specification of new features that add value and quality to the product, proactively and through user stories negotiated with the stakeholders).
  • Customer relationship and consulting management.
  • Day-to-day engineering team management and product backlog prioritization.

July 2015 - November 2016: QA & Support Engineer at Fabric Software

Fabric Software develops Fabric Engine, a digital content creation platform to build high-performance production tools for VFX, Games, Virtual Reality and Visualization.

My responsibilities included:

  • Extending development and testing processes (manual and automated) to increase our testing coverage and ensure the product was released with a high-quality bar.
  • Ensuring to provide first-class service to customers on high profile projects all over the world.
  • Working one-on-one with the VP of products to ensure proper alignment of the release definition.

October 2012 - October 2017: Associate Professor at U-tad

Digital Art and Technology University

  • Rendering Subject from the VFX master degree.

July 2012 - June 2015: Engineering Manager at Solid Angle

Solid Angle develops Arnold, an advanced production rendering software for animation and visual effects, awarded with an Academy Scientific and Engineering Award.

Key responsibilities:

  • Day-to-day management of the Arnold integration teams (Softimage, Maya, Houdini, Cinema 4D).
  • Leading the product Documentation.
  • Technical Support.

October 2009 - July 2012: Senior Software Engineer at Solid Angle

Developers of Arnold, an advanced production rendering software for animation and visual effects, awarded with an Academy Scientific and Engineering Award.

Key responsibilities:

  • Lead development of SItoA, the Softimage to Arnold integration plugin.
  • Lead development of MtoA, the Maya to Arnold integration plugin.
  • Shader Writing.
  • Technical Support.

August 2009-September 2009: Consultant at SMT

For its daily coverage of the U.S. Open 2009, Tennis Channel customized its entire studio set to a Virtual Set made by SMT with Brainstorm eStudio

  • Technical support, optimization and shader writing for the real-time virtual set done in Maya.

November 2007 - June 2009: Lighting TD at Ilion Animation Studios

Feature film animation studio. Worked in Planet 51 film as a liaison between lighting/compositing artists and other dependent departments (R&D, FX, Final Layout). Main duties:

  • Development of pipeline and workflow improvement tools, standing out a real-time relighting tool.
  • Technical testing and support of the raytracing render engine used in the film to achieve the artistic and technical needs of the lighting department.
  • Day-to-Day technical management and support of ~30 people.

February 2006 - November 2007: Software Engineer at Brainstorm Multimedia

Developers of eStudio, a complete broadcast 3d real-time graphics solution.

My main duties where:

  • Development of frontend features for eStudio such as a Physical camera, a shading postprocessing stack and viewport interaction.
  • Development of the Maya integration plugin (C++ API) and the maintenance and testing of the 3ds Max integration plugin.
  • Complete photorealistic virtual set creation for product demonstrations at fairs (including modeling, texturing, lighting and GLSL shader programming).

2005: Software Engineer Internship at CEIT (Centro de Estudios e Investigaciones Técnicas de Gipuzkoa)

I worked exploring the capabilities of early AR APIs (ARToolKit) for my final degree project.

  • Development of an augmented reality application under a 3d real environment managed by the Ogre3D engine.

2002-2004: Freelance at Dibulitoon

Feature film animation studio.

I worked as scene modeler and render assistant in the following Feature films:

  • 2004 Supertramps:Spanish Academy award nomination to best animated Feature film in 2005.
  • 2003 Glup:Spanish Academy award nomination to best animated Feature film in 2004.
  • 2002 Anjé: Spanish Academy award nomination to best animated Feature film in 2003.

Education

1999-2006: MS in Computer Engineering at "Universidad del País Vasco", Spain. Intensification in Computer Graphics and Virtual Reality. Final degree project: "A practical approach to Augmented Reality" (Equivalent to Level 7 of the European Qualifications Framework (EQF)).

Languages

  • Spanish: Mother language
  • English: Fluent