Ahmed Hindy

VFX Pipeline TD

Ahmed Hindy

Cairo, Egypt

Overview

Pipeline Technical Director

I build pipelines and cross-DCC workflows for VFX and animation.

5+ years in VFX, with 3+ years focused on pipeline development.

I started as an FX artist before moving into pipeline development. That background gives me practical experience with artists and the problems they face in production every day.
In my free time, I tinker with C++ game mods, small Rust apps, Vue.js, self-hosted Docker homelabs, and local LLMs.

Departments supported
FX, Character, Groom, Lighting and Compositing.

Selected public tools.

Featured tools

Pipeline work grounded in real production problems.

2023 - Present / Trend VFX

Pipeline TD

Designed and maintained hybrid USD publishing and render handoff workflows used across FX, Lighting, and Character departments. Built Python tools, PySide/PyQt interfaces, HDAs, and utilities for validation, render submission, asset handoff, and production debugging across Houdini, Solaris, Maya, Deadline, and PDG.

2022 - 2024 / Trend VFX

Houdini FX TD

Created Houdini FX work for photoreal projects using pyro, RBD, POP particles, vellum, muscle, and crowds. That background helps me build pipeline tools with a practical understanding of artist scenes, caches, render errors, and handoff problems.

2021 - 2022 / Freelance

FX Artist

Delivered Houdini FX work for international clients, with a focus on clean setups, reliable caches, and production-ready simulation results.

More tools

Utilities, infrastructure, and side projects.

Pipeline / USD utilities

Infrastructure & experiments

Homelab / Local LLMs

Docker-based homelab for self-hosted tools and local LLM workflows.

  • Docker
  • Homelab
  • Local LLMs
  • Self-hosting

Side quests

Hitman ItemSpawner

Hitman 3 mod for spawning items in-game, built on top of ZHM Mod SDK.

  • C++
  • ZHMModSDK

Tools and workflows I use in production.

Core strengths

  • Python
  • Qt / PySide6 / PyQt6
  • Houdini
  • Solaris
  • USD
  • Publishing
  • Validation
  • Deadline
  • PDG
  • Artist-facing tools
  • Production debugging
  • Documentation

Production working knowledge

  • Maya
  • AYON
  • Kitsu
  • MaterialX
  • Arnold
  • RenderMan
  • Redshift
  • Rendering
  • Farm support
  • Git
  • Cross-DCC handoff

Supporting / side experience

  • Docker
  • SQLite
  • Postgres
  • Bash
  • Basic C++
  • Basic Rust
  • C#
  • Unreal Engine basics
  • JavaScript / Vue enthusiast

Let's talk pipeline, tools, and production workflows.

I am open to Pipeline TD, Houdini Pipeline TD, USD Pipeline Developer, and DCC Tools Developer roles, especially on teams building practical tools for artists and production.