About Me

My name is MJ Alajmi, and I’m a Technical Artist and Developer with over nine years of experience across feature animation and real-time game development. I specialize in creating efficient tools and workflows that empower artists and streamline production. My background includes leading lighting and compositing teams, developing procedural systems in Houdini, building AR experiences in Unreal Engine, and scripting custom tools in Python, C++, and PyQt for software like Maya, Nuke, and Katana. Throughout my career, I’ve worked with studios such as MPC, Atomic Cartoons, ICON Creative Studio, and others—helping bridge the gap between art and engineering. I’m passionate about solving complex production challenges, optimizing pipelines, and delivering high-quality visual results through smart, scalable solutions.

Resume

Professional Experience

Atomic Cartoons | CG Lead Lighting and Compositing Artist

November 2024 - Present

Vancouver, British Columbia, Canada

Contract | Game Developer / Technical Artist

December 2023 - October 2024

Riyadh, Saudi Arabia

  • Developed AR project for IOS using Unreal Engine 5
  • Modeled, Rigged, and texture the assets using Maya, Zbrush and Substance designer/painter
  • Created procedural tools in Houdini

MPC | Pipeline TD / Creative Developer

May 2022 - December 2023

Montréal, Québec, Canada

  • Optimized heavy shots by reducing RAM usage by more than 60% and enhancing performance through developing a Houdini HDA that culls millions of non-visible instances, such as plants obscured by large objects within the camera's frustum
  • Developed an innovative cloud scattering HDA with a custom Qt UI that allows artists to scatter clouds across a physically accurate Earth hemisphere using various methods and techniques, resulting in realistic distribution and cloud progression toward the horizon
  • Scripted with the Megascans API to download and ingest terabytes of Megascan assets, allowing artists to access a large library of surfaces, decals, atlases, and displacements
  • Provided an agnostic Qt UI that imports and republishes Megascan assets in Katana or other DCC

ICON Creative Studio | Lead Lighting Artist

May 2021 - April 2022

Vancouver, British Columbia, Canada

  • Prepared the show by fixing incompatible tools from previous shows and developing new ones for various departments, automating many repetitive tasks
  • Detected broken assets using Python by batch rendering numerous assets from various angles, flagging those needing revision before passing them to other departments
  • Established the look of new environment by setting up the lighting and creating compositing templates, ensuring key shots precisely matched the provided reference materials
  • Assisted the team in overcoming artistic and technical challenges by documenting solutions and providing helpful snippets, saving hours of manual fixes
  • Reduced the need for re-rendering by providing the necessary masking and relighting gizmos in Nuke

Stellar Creative Lab | Pipeline TD

June 2019 - January 2020

Vancouver, British Columbia, Canada

  • Maintained pipeline tools related to Maya and Redshift
  • Constructed a light rig along with a Qt UI that sped up lighting characters
  • Took over lighting and FX tasks as needed

Bardel Entertainment Inc | Lead Lighting & Compositing / Asset TD

November 2015 - June 2019

Vancouver, British Columbia, Canada

  • Conducted R&D with studio CG Supervisors on various shows
  • Lit and composited shots for potential clients
  • Reviewed shots in post-production and pointed out inconsistencies between shots, enhancing the visual quality of projects
  • Automated my lighting tasks by developing Geoffrey, a batch tool that connected to Shotgun, opened my shots, set up the lights, built the layers and AOVs, and sent them to the farm, saving hours and leading to its use by other productions behind schedule
  • Scripted stylized OSL and RSL shaders for Arnold and 3Delight as requested by the studio for experimental purposes
  • Built the grass for the show Angry Birds Blues using XGEN and developed the necessary Python tools
  • Worked closely with directors to establish workfl ows and tools based on their vision
  • Connected Maya to Shotgun via its API to set up scenes based on data provided by directors, such as light direction in camera space, automating tasks and reducing artist mistakes
  • Resolved long-standing issues related to 3Delight shaders that engine developers couldn't solve by constructing the right shading network with Maya utility nodes, causing a signifi cant drop in RAM usage and compilation time
  • Replaced tools from DreamWorks with faster and more intuitive alternatives, helping artists light scenes more effi ciently
  • Took over environment foliage scattering tasks in Maya using Houdini and simulated character interaction with the foliage

Education

3D Modeling for Animation and Games

January 2012 - January 2014

The Art Institute of Vancouver, Canada

3D Modeling for Animation and Games

January 2014 - March 2015

The Art Institute of Vancouver, Canada

Awards

Best In Show Winner

March 2015

Winter Portfolio Show, The Art Institute of Vancouver

Top 10 Winner – Vertex School Modeling Bootcamp

August 2020

Among 650+ participants

Skills

Technical Skills
Houdini VEX 95%
Houdini Python API 85%
Maya Python API 90%
Maya C++ API 70%
PyQt 95%
Nuke Python API 95%
Nuke Blink Script 65%
Katana Python API 80%
Unreal C++ 85%
Unity C# 75%
Git 80%




Skills

DCC Skills
Maya 90%
Nuke 95%
Katana 85%
ZBrush 90%
Unreal Blueprint 95%
Unity 85%
Houdini SOPs 95%
Houdini LOPs 85%
Houdini DOPs 80%
Houdini TOPs 85%
Substance Design 90%
Substance Painter 90%

Email Me

malajmi650@gmail.com

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