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The owner of Motivated Pixels, Matt Rhodes, has been a professional
programmer for over twenty years, working in diverse industries and
writing a significant amount of software for different companies.
During the past few years, Matt has focused on writing 2D and 3D software
for a variety of clients. Before that, he designed and created web-based
realtime visualization technologies. Matt also has more than four years
experience in the visual effects industry, writing software tools, renderers
and shader for such films as An American Werewolf in Paris, Spawn,
Paulie and Star Trek: Insurrection.
Most recently, Matt has created the iOS client for the Daysaver scheduling platform.
His interest in iOS has risen over the years, and he has two apps in the
iOS App Store - a photography productivity app and a game show.
Before that, Matt has was implementing the next editions of applications
and plug-ins for Zaxwerks, Inc. He is using his experience with Macintosh programming,
Windows programming, 3D rendering, and animation systems to create
Zaxwerks' trademark flexible, easy-to-use software.
In early 2000, Matt started Mayim Visual Solutions, Inc. with several other
partners. Their first product, Walkabout, was released in June 2001.
Walkabout is a customizable toolkit that allows users to walk through
virtual 3D environments, manipulate 3D objects and visualize databases.
Matt started Motivated Pixels, his consulting company, in 1999 as a way
to provide his services and experience to various marketplaces, including
the interactive community, the game industry and the visual effects industry.
In early 1999, Matt worked for Magnet Interactive as a senior graphics
developer, where he wrote 3D animation production software, including
a distributed job controller.
In 1995, Matt was hired at Santa Barbara Studios to write custom software
tools for the production of An American Werewolf in Paris. Working with
the head of Research and Development, Matt wrote a portion of Santa
Barbara Studio's hair renderer, now licensed to Alias. He was
also responsible for creating most of the in-house Softimage plug-ins,
mental ray shaders and custom tools needed for the Werewolf production.
Matt continued with this role during the productions of Spawn, Parasite Eve
(video game), and Paulie.
By1997, Matt was the head of software at Santa Barbara Studios. For
the production of Star Trek: Insurrection, Matt wrote tools, plug-ins
and shaders for Maya, RenderMan, and mental ray. His volumetric shader
was used to create 3D cloudy shapes for the film's briar patch sequence.