Howdy! I'm Kara Johnson
Software Engineer and Technical Artist building pipeline tools for Games and Virtual Production
Virtual Production Pipeline Engineer
That's No Moon - Unannounced Project
At That's No Moon, I'm currently working as a Pipeline Engineer on the Virtual Production team. I specialize in building tools for motion capture and real-time production, streamlining artist workflows using Unreal Engine (Blueprints, C++) and Python (PyQt5/PySide2). I also support the animation and cinematics teams.
Notable Contributions:
- Designed and created a central pipeline program that streamlines pre-shoot and motion capture workflows across Lightstorm programs and Unreal Engine
- Implemented feature to transfer transform data between Unreal Engine assets and internal database, eliminating intermediate steps and need for additional software within the scene assembly process
- Designed and integrated a new tool request process within existing Slack channels, increasing accessibility and coordination between production, animation, and cinematics teams
- Refactored folder organization for all shoot data, including writing a script to validate synchronization between local files and Perforce server
Primary Responsibilities:
- Develop real-time production tools to streamline asset data transfer, pose management, and scene assembly
- Maintain database for over 15,000 takes, improving cross-team visibility of animation priorities and shot deliveries
- Write scripts and plugins that extend Unreal Engine, Lightstorm, and motion capture programs for artists and virtual production technicians
- Prepare stage for filming sessions by markering actors, calibrating ROM, and configuring recording software
- Collaborate with over 25 producers, animators, and artists to resolve technical issues and implement feature requests
Technical Artist - Tools & Pipeline
Deadlift Studios - Unannounced Game
At Deadlift Studios, I worked as a Technical Artist specializing in Tools and Pipeline on an unnannounced 3rd-person multiplayer combat racing game.
Notable Contributions:
- Developed Unreal Engine C++ plugin to streamline process of finding and performing common asset actions, such as deleting, renaming, and duplicating, within the content browser
- Set up Perforce version control integration to manage over 4,000 assets and wrote comprehensive onboarding documentation to ensure consistency across the content pipeline
- Developed Python plugin to automate workflow for synchronizing material assignment and visualization across Maya and Unreal Engine