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.
Jamir started his career in 2014 working as as a 3D generalist for television and commercials. In 2016 he began 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 and 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 and Creature Modeling Artist. There, he fuses his experience in both Hollywood feature film and AAA games to create state of the art, high resolution cinematic characters for prerender and real time game content.
Jamir has extensive experience in sculpting, modeling, 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 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)