Carlos Garcia Logo carlosgarcia.works

February 10, 2026

Pipeline Technical Infrastructure

Distributed Rendering with OpenCue

How we set up a distributed rendering pipeline using OpenCue to handle large-scale 3D renders across our studio.

The Problem

Rendering at scale is a bottleneck. Whether it’s turntables for portfolio pieces, batch exports for client reviews, or heavy Marmoset bakes, waiting on a single machine kills momentum. We needed a way to distribute work across every available machine in the studio.

Why OpenCue

OpenCue is Sony Pictures Imageworks’ open-source render management system. It’s battle-tested on feature films and handles everything from job submission to queue prioritization to failure recovery. Most importantly, it’s free and actively maintained.

Other options like Deadline or Qube are solid, but OpenCue gave us:

  • Full control over the codebase
  • No per-node licensing
  • A system designed for studios, not just farms

Our Setup

The farm runs across a mix of workstations and dedicated render nodes. When artists aren’t at their machines, those cycles go to the queue. The architecture is straightforward:

  • Cuebot: The brain. Manages job scheduling and node assignments
  • RQD: The agent running on each render node, waiting for work
  • CueGUI / CueSubmit: Artist-facing tools for submission and monitoring

We containerized Cuebot with Docker for easy deployment and wrote custom submission scripts that integrate with our Maya and Houdini pipelines.

Lessons Learned

Start simple. Our first iteration was overly complex. Now we have three job priorities: urgent, standard, and overnight. That’s it.

Monitor everything. We added Grafana dashboards to track node utilization, job throughput, and failure rates. Visibility changed how we allocate resources.

Artists need feedback. The default CueGUI works, but we built a simplified web dashboard so artists can check job status without learning a new tool.

What’s Next

We’re working on automatic job splitting for heavy scenes and better integration with our asset management system. The goal is one-click submission from any DCC with smart defaults based on scene complexity.

The farm has already paid for itself in time saved. More importantly, it removed rendering as a blocker from our creative process.

February 8, 2026

Thoughts Vult Design

Building the Vult Identity

Reflections on building a brand identity for Vult Systems and the challenge of representing technical work visually.

The Challenge

Vult started as a name for internal tools and experiments. Scripts, pipeline utilities, automation—things that worked but didn’t have a face. When it came time to give it a proper identity, I had to figure out what Vult actually is.

Is it a product? A studio? A philosophy? The answer is somewhere in between, and the brand needed to reflect that ambiguity without feeling vague.

Design Principles

I landed on a few constraints early:

Functional over decorative. Vult tools are meant to disappear into workflows. The brand should feel the same—present when needed, invisible otherwise.

Technical but approachable. The audience is artists and developers, people who care about how things work. The visual language should reward closer inspection without being intimidating at first glance.

Built to last. No trends. No gradients that’ll look dated in two years. Simple shapes, clear typography, and a palette that works in any context.

The Mark

The Vult logo is a geometric abstraction—part circuit, part structure. It’s meant to suggest systems and connections without being literal. At small sizes it reads as a simple glyph. At larger sizes the construction becomes apparent.

I went through dozens of iterations trying to balance recognizability with meaning. The final mark doesn’t try to explain what Vult does. It just needs to be memorable and feel right next to the tools it represents.

Typography and Color

The wordmark uses a modified geometric sans—clean but with subtle character in the letterforms. It pairs with a monospace for technical contexts and a serif for longer content.

The color system is intentionally restrained. A neutral base with a single accent that can shift per-product or context. The accent isn’t decorative—it’s a signal. When you see that color, you know you’re looking at something from Vult.

Living Brand

The identity isn’t finished. It’ll evolve as Vult grows and as I understand better what resonates. But the foundation is solid: a system flexible enough to encompass tools, documentation, and whatever comes next, while maintaining coherence across all of it.

Building a brand for your own work is strange. You’re too close to see it clearly. But that proximity also means every decision matters. It’s not just a logo—it’s how you present your thinking to the world.