Jamir has worked in the film, animation, and game industries for over 8 years and currently works at Blizzard Entertainment as a senior character / creature modeler for cinematics.
He began his career in 2014 as a 3D generalist for television and commercials. In 2016 he started working in the feature film industry as a digital modeler at the Moving Picture Company (MPC), where he helped create the CGI for "Fantastic Beasts and Where to Find Them" and "Ghost in the Shell". Jamir later transitioned into the Games industry when he started working for Square Enix at Crystal Dynamics on real-time cinematic game content. In 2019 Jamir took an offer at Blizzard Entertainment's Cinematic department as a Character / Creature Modeler. There, he fuses his experience in both Hollywood and AAA games to create high resolution cinematic characters and game content. Jamir has experienced in modeling, sculpting, texturing, and look developing assets for films, games, and cinematics. Most recently he's helped develop Lilith, Mephisto, and other iconic characters for the Diablo IV; as well as Anduin, Thrall, and other pre-rendered characters for the Warcraft cinematic universe.
Character and Creature modeling / texturing at Blizzard Cinematics
- World of Warcraft: The War Within
- Diablo IV
- World of Warcraft: Dragonflight
Modeling / Texturing / Look Development for real-time cinematic content
- Marvel's Avengers
Modeling / Texturing / Look Development for feature film:
- Ghost in the Shell (feature film 2017)
- Fantastic Beasts and Where to Find Them (feature film 2016)
Modeling / Texturing / Scene Assembly / Lighting / Rendering:
- MLB Tonight 2016 (show open)
- MLB Network: Gladiators (commercial)
- The Florida Lottery: Goldrush (commercial)