
Joseph Wardle
Pipeline TD — BYU Center for Animation
Howdy! I'm the sole pipeline TD for Sandwich Kwon Do, BYU's 50+ artist capstone film, and I worked on Honey Business before that.
Most days I'm writing Python tools with Qt, USD, and ShotGrid, then sitting with artists to find out why they don't work yet. On the side I write renderers, physics engines, and emulators in Rust and C++.
Looking for TD internships and early-career roles. Graduating April 2027.
Production Pipeline

Sandwich Kwon Do Pipeline
Sole pipeline TD on a 50+ artist film. Versioned USD publishes that stop farm renders from flickering, a previs cut editor, and the show's OpenDRT color pipeline.

Honey Business Pipeline
Pipeline work on a forest full of point-instanced foliage. Swapping whole collections for proxies got animators up to 70× faster viewports.
Graphics & Systems

Cenote
A GPU path tracer in Rust and Vulkan, built to be fast enough for lookdev. Renders inside usdview and Houdini through its own Hydra delegate.

Javelin Physics Engine
A rigid-body physics engine in C++23, with a warm-started solver, two BVHs for broad phase, and deterministic capture.

Game Boy Emulator
A Game Boy emulator in Rust that steps the hardware one machine cycle at a time. You can play it right here in your browser.

Film Grain Synthesis
Physically based film grain in Rust, on CPU and GPU. Multithreaded, it's a median 72× faster than the reference C implementation.