ABOUT US

Imaginary Spaces is a software company at the forefront of the revolutionary transformational change happening to 3D content creation studios. Our team is made up of software development professionals who understand what it takes to have projects run smoothly and efficiently from start to finish.

With the rise of the game engine and new production techniques, we’ve seen a shift within the industry away from its traditional “waterfall” method for projects. We believe that the entire creative process of a project needs to be collaborative, in real-time, and that the final delivery of projects should be unhindered by ‘digital paperwork’.

  • We are unbiased, production-proven, trusted advisors who understand our clients’ world, and the technology needed to work within it.

  • We create long-standing relationships with our clients by working smarter (not longer), and, as your pipeline development team, we provide tailor-made solutions for each unique project.

  • We are fun, knowledgeable and maybe a little awkward too, but our work speaks volumes and is focused on quality, professional software development and, above all else, trust.

MEET THE TEAM

It all begins with an idea.
Our team facilitates the process starting from an initial idea to generating final pixels.


CEO

  • Chief Executive Officer

    Simon is responsible for charting the course for Imaginary Spaces leveraging his extensive industry experience. He draws inspiration from his time as an Autodesk M&E consultant, Softimage Special Projects field engineer and head of production support services.

CTO

  • Chief Technology Officer

    Benoît is our rocket scientist who started writing code for a NASA spacecraft. He got a taste for the media industry at Autodesk. He is our heavy hitter problem solver and architect of the system components used in our Unreal pipeline.

  • Viktoria Kovescse

    SENIOR PIPELINE DEVELOPER

    Writer of the Unity FBX Exporter. Currently focused on developing our product called Pipeline In A Box. Experience with Unreal scene and shot assembly from SG data.

  • Baptiste Guidoux

    SENIOR PIPELINE DEVELOPER

    Our ShotGrid expert. WebHooks, server on AWS, pipeline step automation and more. Worked on key parts of our Unreal tools for the Super Giant Robot Brothers project.

  • Montana Fowler

    PIPELINE DEVELOPER

    Brown graduate and Masters from Santa Cruz in computational media. Currently working as a developer on our Pipeline in a Box for all Maya components. Programming experience in Unity C#, Unreal C++ scene assembly and Maya MEL, Blender Python API.

  • Felix Bourbonnais

    PIPELINE DEVELOPER

    Previously worked at Autodesk R&D. Responsible for Python integration for Unity and other. Contributor to Python.NET & ASWF OTIO (C# bindings). Built a Hiero Delivery tool and PyQt UI for our Shot Manager tool, which is part of our Pipeline in a Box Linux expert.

  • Natalia Whitely

    PIPELINE DEVELOPER

    Rendering development and configurations expert. Created automated publishing and reviews with for Maya and MRQ for Unreal. Programming experience in Unity C#, FBX & OTIO APIs, Unreal C++ and Maya MEL.

  • Dié Hu

    PRODUCT MANAGER

    Previously at Ubisoft, 6+ years of product management experience with a focus on driving innovation and enhancing user experiences. Proficient in agile methodologies, user centered design, and market analysis.

  • Stacey Shulak

    HR BUSINESS PARTNER

    Years of expertise in human resources. Bringing her perspective and experience to the table. Responsible for our recruitment efforts.