Marianne Gorczyca

Senior Pipeline Tools Developer @Magnopus

Burbank, CA, US
EMAILS
m••••••••@magnopus.com
MOBILE NUMBERS
+13•••••••19

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WORK HISTORY

Sep 2020 — Present

Senior Pipeline Tools Developer @Magnopus

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Los Angeles, CA, US

Designing and evolving production pipeline systems for immersive and real-time experiences, focused on DCC-to-engine workflows, scalability, and artist usability- Developed pipeline workflows for The Wizard of Oz at Sphere, supporting asset ingestion from multiple vendors- Built node-based systems enabling artist-driven workflows using generative AI models; production teams reported a ~50% reduction in shot iteration time- Architected and automated cross-project asset pipelines, including Python-based Maya/Substance tooling and Unreal/Unity ingestion workflows- Led development of a next-generation non-linear production pipeline, addressing technical debt and establishing a scalable system architecture- Extended ShotGrid integrations and maintained production pipeline stability across projects- Mentored engineers and technical artists, supporting cross-team collaboration across engineering, artists, and production

EDUCATION

1997 — 2000

DePaul University

M.S., Computer Science - Graphics Programming and Human Computer Interaction

N/A

DePaul University

B.S., double major in Computer Science and Mathematics

SKILLS

SqlLinuxVisual EffectsCharacter AnimationJavascriptWeb DevelopmentC++MayaRelational DatabasesFilmMelPythonHtmlNode.jsMysqlComputer AnimationVideoTexturingFeature FilmsPost ProductionC++ Language3dAnimationTraining

ABOUT MARIANNE GORCZYCA

I’ve contributed to feature film, VFX, and immersive productions across studios including Magnopus, DreamWorks Animation, Sony Pictures Imageworks, Walt Disney Studios, and The Jim Henson Company. At Magnopus, my work has included pipeline development for immersive and location-based experiences such as The Wizard of Oz at Sphere. More recently, I am working on a node-based system that enables artist-driven workflows using generative AI models. A project using these workflows reported a reduction in shot iteration time of approximately 50%. I bring experience in R&D at 20th Century Fox (now Disney), working with digital cinema standards (SMPTE) and immersive audio technologies. My background includes pipeline refactoring, artist tooling, and supporting production at scale. I enjoy mentoring engineers and technical artists, simplifying complexity, and bridging communication between engineering, artists, and production teams. I’m especially drawn to projects that involve: • AI-assisted production pipelines • pipeline architecture and system design • DCC-to-engine integration (Maya, Unreal, Unity) • real-time and non-linear production workflows • collaboration across engineering, artists, and production

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