Hi, I'm Dhruv Govil.

Software Engineer | 3D Artist | UI / UX Designer



  • Python
  • C++
  • Swift / Objective-C
  • Rust
  • C#
  • GLSL , MSL
  • Lua
  • Javascript

Frameworks & APIs



Principal Software Engineer, Augmented Reality, Apple

February 2020 - Present

Lead Technical Artist, Augmented Reality, Apple

August 2018 - February 2020

  • Worked on application prototypes and concepts for the Apple Vision Pro.
  • Responsible for creating UI, UX and Art Content for multiple projects. Includes creating interface design, interaction design, asset modelling, lighting, shading, rigging and animation.
  • Created concept art , software prototypes , presentations and video productions for Apple leadership.
  • Awarded Augmented Reality content, rendering and simulation patents.
  • Developed Augmented Reality applications using RealityKit and Swift, as well as Unity and C#.
  • Developed several AR applications as both an artist and engineer.
  • Provided training sessions to artists and engineers.

Pipeline and Layout Supervisor, Sony Pictures Imageworks

October 2016 - August 2018

  • Developed and maintained critical Pipeline software for all active shows in production.
  • Oversaw a team of Pipeline TD's and Layout Artists on Visual Effects and Animated Features
  • Developed new Shot Review and Approval Pipeline with 100x improvement in performance using a new frontend and server architecture.
  • Co-Developed a Virtual Production system with tracked virtual cameras, a motion capture stage and Virtual Reality asset/scene reviewing.
  • Created a Proof of Concept port of our pipeline to use Pixar USD
  • Developed a bespoke pipeline to Unity for an Augmented Reality Project

Pipeline and Layout, Varying Seniority, Sony Pictures Imageworks

January 2013 - October 2016

  • Production software development and artist support on VFX and Animation shows.
  • Handled camera, plate and scene layout on a mix of VFX and full CG Shots and sequences.
  • Co-Developed new Shot Publishing and Validation toolset used by all productions
  • Developed a Deep Compositing toolset for fast animation collaboration with multiple animators or split up scenes.
  • Created a dynamic scene origin plugin for Maya and a full pipeline integration to handle large scale scenes.
  • Wrote a procedural muscle simulation pipeline with Ziva to significantly reduce required Character FX resources.
  • Developed Motion capture ingestion pipeline.

Animation Support TD & Scene Layout, Rhythm & Hues

June 2012 - January 2013

  • Responsible for layout and pre-lighting of VFX scenes.
  • Assist animators with scenes, rigs and scripts.
  • Develop tools for in house tool, Voodoo, with proprietary language, Parsley.
  • Responsible for department in Vancouver, and training new hires.
  • Develop artist color management pipeline.
  • Developed Scene lighting management tools
  • Created prototype Python bindings and an IDE for Parsley.
  • Wrote tools to streamline ticket submission and management.

Crewed Shows

  • Smallfoot
  • Spider-Man: Homecoming
  • Suicide Squad
  • Alice: Through the Looking Glass
  • Smurfs: The Lost Village
  • Guardians of the Galaxy
  • Hotel Transylvania 2
  • The Amazing Spider-Man 2
  • Blended
  • Cloudy with a Chance of Meatballs 2
  • Percy Jackson and the Sea of Monsters
  • R.I.P.D
  • Seventh Son

Contributing Shows

  • Spider-Man: Into the SpiderVerse
  • The Emoji Movie
  • Storks
  • Hotel Transylvania 3
  • Love, Death and Robots: Lucky 13
  • The Angry Birds Movie
  • The Interview


WWDC 2023 Presenter

Explore the USD ecosystem

SIGGRAPH 2017 Presenter

Deep Compositing tools for Animation Collaboration

On Set Production

Assistant Camera Operator and Gaffer

Educational Content

Authored Python for Maya course on several platforms with 7000+ students.


Vancouver Film School

Studied 2D and 3D Animation

Rigging Dojo

C++ for Maya


3D Animation

Please print the pdf instead of the page.