Stephan Osterburg

Angestellt, Rigging Architect, DNEG Animation
London, Vereinigtes Königreich

Fähigkeiten und Kenntnisse

VFX Supervision
Post Production
Autodesk Maya 3D
Houdini
Python
Character Rigging
Visual Effects
Compositing
Film
On-Set Supervision
C/C++
Team Leader
Virtual Reality
Architecture
JIRA
GitHub
Confluence
Data Science
keras
scikit-learn
SQL
seaborn
Scrum
Technical Supervision
Deep Learning
Machine Learning
Animation
Leadership
Team work
Responsible

Werdegang

Berufserfahrung von Stephan Osterburg

  • Bis heute 1 Monat, seit Okt. 2025

    Rigging Architect

    DNEG Animation

  • 3 Jahre und 7 Monate, Apr. 2022 - Okt. 2025

    Head of Rigging Department

    DNEG Animation

  • 1 Jahr und 4 Monate, Jan. 2021 - Apr. 2022

    Character Technical Supervisor

    DNEG Animation

    * Spearhead character technology innovation and show related research and development * Collaborated with other departments on cross-department issues

  • 1 Jahr und 2 Monate, Feb. 2020 - März 2021

    Senior Technical Director

    IMVU

    * Create character rigs for game engine (Godot) * Develop workflow and other tools for Maya (Python/Python API) * Research and develop Machine Learning models and workflows for character deformations

  • 3 Monate, Dez. 2019 - Feb. 2020

    CG Supervisor

    Pixelgun Studio

    * Oversaw a team, providing technical and artistic leadership * Developed and implemented pipeline tools (Python)

  • 1 Jahr und 5 Monate, Mai 2017 - Sep. 2018

    Technical Lead (Creature FX)

    Framestore

    * Spearheaded muscle & skin system workflow and improvement initiative * Collaborated with other departments on cross-department issues * Developed and implemented character pipeline to automate the setup process using a combination of a custom Qualoth (FXGear) rig and Python scripts in Autodesk MAYA - “Christopher Robin” (2018) Projects * Thor: Ragnarok (2018), Christopher Robin (2018)

  • 14 Jahre und 5 Monate, Sep. 2002 - Jan. 2017

    Technical Lead (Rigging)

    DreamWorks Animation

    + Theorize and construct deformation pipelines to serve as valuable templates capable of deforming and animating families of similar characters. + Serve as the primary contact for all creative contributors helping to ensure a comprehensive understanding of goals. + Contribute to broad-based planning by guiding the creative and technical direction for the department. + Mentor junior technical directors offering guidance and feedback as needed.

  • 4 Jahre und 1 Monat, Sep. 1998 - Sep. 2002

    CG Supervisor/FX Artist/Animator

    Pacific Data Images, Palo Alto, CA, USA

    • Integrated industry tools, such as MAYA, into the company’s animation pipeline. • Collaborated with programmers to move part of the PDI’s proprietary software over to MAYA. • Identified potential software bugs and problems while recommending beneficial features.

  • 2 Jahre und 5 Monate, März 1996 - Juli 1998

    Head of 3D Department

    das werk

    • Created and led a 3D department in order to grow the visual effects segment of the business • Obtained high-profile clients with responsibility for bidding, negotiation and project management. • Ensured each project complied with time and budget requirements. • Oversaw multiple personnel teams and served as an on-set supervisor and technical director facilitating film breakdowns

  • 7 Monate, Aug. 1995 - Feb. 1996

    Application Consultant

    Alias/Wavefront

    Ensured effective technical support, training and counseling for the german customers throughout all their projects

  • 11 Monate, Sep. 1994 - Juli 1995

    Independent CG Supervisor/Technical Director

    3D Freelancer

    - Animation, Lighting and Compositing for the opener of the World Championship in Stockholm 1995 - CG Supervision, Animation, Motion Capture and Lighting for music videos by WestBam, Yello and Captian Hollywood - Researched and wrote concept study for the CG Cartoon TV series “Stevie Stardust”

  • 1 Jahr und 1 Monat, Aug. 1993 - Aug. 1994

    Senior Animator

    Bibo TV

    Modeling, Animation and Lighting for the movies “Never Ending Story III” and “Taxandria”

  • 2 Jahre und 3 Monate, Mai 1991 - Juli 1993

    Application Consultant

    Alias/Wavefront

    Set up the “Support Suite” at the European headquarter. Ensured effective technical support training and counseling for clients throughout Europe including the MediaLab, Paris and MPC, London

  • 1 Jahr und 1 Monat, Apr. 1990 - Apr. 1991

    Modeling Artist/Software Engineer

    Vierte Art

    Created models and wrote software tools for image processing and visual effects development etc.

  • 6 Monate, Okt. 1989 - März 1990

    Graphic Artist

    A.V. Hartwig / Multivideo

    Video compositing (commercials)

  • 2 Monate, Okt. 1988 - Nov. 1988

    Graphic Operator

    SIEMENS Ltd, UK

    Set up a computer graphics workplace, prepared presentations, etc

  • 7 Monate, März 1988 - Sep. 1988

    3D Modeler

    Data Technology Consultant Inc., Salt Lake City, UT, USA

    Developed several architectural drafts and created 3D models for a new school building.

  • 1 Jahr und 5 Monate, Okt. 1986 - Feb. 1988

    3D Modeler

    Steiner Film

    Created 3D models for commercials such as “SONY Black Trinitron”, “Canon”, “BMW” and “Vorwerk”. Helped develop and create in-house 3D digitizer.

  • 3 Jahre und 3 Monate, Jan. 1981 - März 1984

    Architectural Draughtsman

    Architektur Buro Bienert

    Apprenticeship

Ausbildung von Stephan Osterburg

  • 7 Monate, Okt. 2018 - Apr. 2019

    Machine Learning / Data Science

    Flatiron School

    * Data Exploration and Analysis (pandas, numpy, SQL) * Probability and Statistics for Data Science (Frequentist, Bayesian etc) * Machine Learning & Big Data (Apache Spark, scikit-learn) * Deep Learning & Big Data (tensorflow, keras)

  • 3 Jahre, Aug. 1983 - Juli 1986

    Naturwissenschaftlich-Technologische Ausbildungsrichtung (NTAG)

    Städtisches Abendgymnasium München

Sprachen

  • Deutsch

    Muttersprache

  • Englisch

    Fließend

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