SivaNagendraSavarapu
years building production pipelines
top VFX and game studios
from research to deployed tools

Bezi · Epic Games · Sony Pictures Imageworks · Animal Logic
About
11 years building pipeline systems at the intersection of AI and 3D production
I build the infrastructure that makes creative technology ship. From OpenUSD asset pipelines at Animal Logic to deploying Model Context Protocol servers inside Epic Games' live Fortnite pipeline and now building AI-agent infrastructure at Bezi, I work where engineering complexity meets creative scale.
My work spans production pipelines, realtime 3D systems, and AI-native tooling, including Unreal Engine tool discovery, virtual-file-system skill systems, agent evaluations, cross-platform plugin delivery, and cross-DCC OpenUSD workflows that help artists and engineers build faster together.
Projects
Systems work with real production weight
From conversational OpenUSD tooling to Unreal-native agentic runtime work, these projects sit at the boundary between research prototypes and shipping pipeline infrastructure.
Open Source
GitHub repositories
Utilities, research experiments, and pipeline tools that show how I build outside the studio environment too.
Conversational AI bot for OpenUSD that lets you interact with your USD Stage using natural language. Ask questions, query prims, and modify properties without writing USD Python.
Applying Latent Consistency Model research inside Houdini for rapid AI-driven image generation within a production DCC environment.
Demystifying 2D Gaussian Splatting by simplifying the implementation, an educational deep-dive into Gaussian splat rendering.
Experience
Eleven years at top studios
Bezi
Senior Software Engineer
- Working primarily on Bezi's Agent intelligence layer for an Unreal Engine AI agentic harness, enabling agents to discover, reason about, and execute UE tools and actions through production-ready workflows
- Authored a new skills system backed by virtual file systems, creating a scalable foundation for packaging, loading, and orchestrating agent capabilities
3 moreLess
- Implemented agent search and discovery systems for Unreal Engine tools and actions, using LLM-as-judge workflows and industry-standard evaluation loops to measure relevance, correctness, and agent performance
- Working on the Unreal Engine build system pipeline and cross-OS CI on GitHub and cloud-hosted runners to package and distribute plugins across target platforms and multiple engine versions
- Developed across TypeScript, Rust, and C++ libraries, integrating AI infrastructure with native Unreal Engine tooling and plugin ecosystems
Epic Games
Senior Pipeline Engineer
- Built Fortnite asset-pipeline tools across Maya and Unreal Engine for Modelling, Texturing, Rigging, and Animation, including OpenAssetIO Rig Browser, Maya-UE animation transfer, and ShotGrid automation
- Designed and deployed Model Context Protocol (MCP) servers for Maya and Unreal Engine, integrating Claude Code into Epic's live production pipeline as an early major-studio MCP rollout
4 moreLess
- Engineered a C++ Unreal Engine Runtime prototype combining Claude, UE MCP, Gemini, Meshy, Tripo, Depth Pro, Grounding DINO, and SAM2 for prompt and image-driven 3D scene construction with custom raycasting and GLTF placement
- Contributed to GenStudio, an internal generative AI product for AI-assisted 3D asset creation using Gemini, OpenAI image models, Meshy, Tripo, and Rodin
- Built a RAG-powered pipeline assistant that turns natural-language queries into visual workflow graphs using internal pipeline documentation
- Implemented C2PA content provenance workflows in GenStudio, adding cryptographic content credentials for AI-generated image outputs
Sony Pictures Imageworks
Senior Software Engineer
- Engineered OpenUSD + Alembic-based asset transfer pipeline from Houdini to Unreal Engine
- Built and maintained OpenUSD pipelines for VFX and Animation productions (Python, C++, PySide6)
1 moreLess
- DCC integrations across Maya, Houdini, and Unreal Engine ensuring cross-studio pipeline interop
Netflix Animation Studios / Animal Logic
Core Assets Pipeline Technical Director
- Developed core Asset Pipeline systems using Pixar's USD, Houdini, Maya, and Python
- USD schema extensions, pipeline plugin development, and UsdShade material workflows
1 moreLess
- Contributed heavily to USD texture/material workflows for the ALab public dataset release
MPC Film
Technical Director
- Built Real-Time Asset presentation pipeline in Unreal Engine
- Developed MPC's core production pipeline tools in Python and PySide6
1 moreLess
- Built ION containers for reproducible software environments across shows
Rhythm & Hues / Prana Studios
Texture & Lookdev Artist
- Lookdev and Lighting workflows with ImageEngine's Gaffer
- Trained team in Gaffer, Substance Painter, and Mari
1 moreLess
- Unreal Engine and Unity for Previz and real-time VR
Art & Renders
CG / VFX / Gaming work

DEATH WISH
Full 3D scene: modelling in Maya, SpeedTree foliage, Xgen groom, Arnold atmosphere and volume lighting, Nuke comp.

Isolated Street | Unity HDRP
Realtime cyberpunk scene in Unity HDRP with night shot lighting, rain particles, and wet surface materials.
Skills
Technical toolkit
Contact
Let's build the next generation of creative infrastructure
I'm always happy to connect around software engineering, AI systems, realtime 3D, and production tooling for creative teams.
Based in Vancouver and currently building AI-agent infrastructure at Bezi.
Focused on Unreal Engine agent workflows, evaluation systems, plugin delivery, and creative developer tooling.
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