Rico Koschmitzky is a senior Pipeline Engineer with nine years of experience building and leading VFX pipeline teams across studios like TRIXTER and INDG | Grip, specializing in DCC integration and renderfarm orchestration. He blends deep technical know-how in Maya, Katana, Arnold, USD/Omniverse and rendering toolchains with robust backend engineering—Python, GitLab CI/CD, Azure, Flask and custom testing harnesses—to ship scalable monorepos, installers and CI-driven workflows. His work spans core API design, proprietary material models (Arnold/Omniverse) and distributed job frameworks, and he has driven renderfarm innovations such as cgroups integration and open-source contributions like Trackteroid. Comfortable from hands-on shading and lighting to cloud infrastructure and USD development, Rico is equally adept at translating artist workflows into maintainable, automated systems. Based in Vechta, Germany, he brings a rare combination of practical look-development experience and production-grade software engineering that accelerates complex animation and VFX pipelines.
8 years of coding experience
7 years of employment as a software developer
Bachelor of Arts (B.A.), Digital Film Design - Animation/VFX, Bachelor of Arts (B.A.), Digital Film Design - Animation/VFX at Mediadesign University of Applied Sciences
An user friendly graphical interface for reading log messages
Contributions:4 releases, 61 commits, 10 PRs in 3 years 3 months
vfxpythonloggergraphical-interfacelogging
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Rico Koschmitzky - Pipeline Engineer at INDG | Grip