Jamir has worked in the film, animation, and game industries for over 10 years and currently works at Blizzard Entertainment as a cinematic character / creature modeler.
He started his career in 2014 working as a 3D generalist for television and commercials. In 2016 Jamir started working in the feature film industry as a 3D modeler at the Moving Picture Company (MPC), where he helped create the digital assets for "Fantastic Beasts and Where to Find Them" and "Ghost in the Shell". He transitioned into the Games industry when he started working at Square Enix on real-time cinematic game content. In 2019 Jamir accepted a position at Blizzard Entertainment's Cinematic department as a Character / Creature Modeler, where he continues to fuse his experience in Hollywood feature film and AAA games to create the next generation of cinematic art for prerender and real-time game content.
With over a decade of experience, Jamir has extensive knowledge in modeling, sculpting, texturing, and look developing characters and assets for films, games, and animation. Most recently he's contributed to the development of iconic characters at Blizzard such as Lilith, Mephisto, Anduin, and Thrall.
Character and Creature modeling / texturing at Blizzard Cinematics
- World of Warcraft: Midnight
- 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)