Jijo Thomas

Lead 3D Artist,Graduate in Electronics,Co-Dev > Assassin\'s Creed & Call Of Duty,Game Tech Enthusiast, Art Director, Game Art Mentor

Role
Lead Artist at Ubisoft
Location
Bengaluru, KA, IN
LinkedIn followers
500 followers
Art, Culture and Creative ProfessionalsView LinkedIn profile

About Jijo Thomas

Thank you for visiting my LinkedIn profile.I am a seasoned professional with extensive experience in the computer games industry. With a career spanning over 15 years, I have had the opportunity to work on many titles and lead teams across various projects for EA Sports, Ubisoft, Activision, and Starbreeze.As a passionate and dedicated team leader, I have played an integral role in delivering exceptional gaming experiences to players worldwide. My expertise in project management, and game asset development has enabled me to lead cross-functional teams, collaborating with artists, programmers, game designers, Level Designers, producers, and UI designers to deliver projects on time and within budget.Throughout my career, I have contributed to the success of several high-profile projects, including Assassins Creed Odyssey, which has received critical acclaim and has sold millions of copies worldwide. My leadership style is centered on fostering an environment of collaboration, transparency, and innovation to deliver the highest quality games to players.I have developed technical documentation covering pipelines, workflows, technical requirements, and best practices, enriched with visuals like pictures, illustrations, drawings, and animated GIFs, for the team to better understand complex systems.\"I am committed to staying up-to-date with the latest trends, tools, and technologies in the gaming industry and am passionate about mentoring and developing talent within the industry. I am excited about the prospect of connecting with like-minded individuals and contributing to the future of gaming. I\'m Proficient in detailed modeling (Maya, Max & Zbrush), with a good understanding of Game-res Creation (LOD0), Modular asset building, optimized UVing for Atlas, Tile-able, and Trim textures, PBR texturing workflows, LODs + Vistas, Shadow Geometries, and Collisions. Have hands-on Game engines like Unity 3D, Anvil( Ubisoft), RAG (R*), Babel( Ubisoft), Havok (Physics) & Unreal 4, few more proprietary game-specific engines Games Worked:Technicolor India Ltd (20••••21)Fight Night - Props & Boxing Ring.FIFA - Player Heads, Uniforms, Stadiums, Soccer Ball.NCAA - Mascots, Stadiums.NHL - Stadium, Props.EA Tennis - Racquet, Hair, Caps.Tiger Woods- Clubhouse, Golf Course.Call of DutyGhostsBlack Ops3Black ops 4Advanced WarfareInfinite WarfareThank you for your interest in my profile, and I look forward to connecting with you.

Experience

  1. Lead Artist

    Ubisoft

    Jul 2022 — Present

    Leading Props & Pets mandate for Skull & Bones.My primary job here is to create optimized benchmark assets that fit the technical boundaries.Support Tech-art to set the pipeline tools and new methodologies which simplifies the overall art process.Documentation of processes/ Technical writing, including pictorial references, GIF animations. etc, to make onboarding easier for new joiners to the project and also for future reference.Work closely with the concept art team and Game Designers to create concepts that can be easily translated to 3D, fitting to game Metrics, MemoryBudgets & other Tech specifications for better game performance.Conduct training sessions to skill up the Mumbai+ Pune team & mentor new members.Collaborate with the Engine Programmers to develop new tools/features for GameEngine & test them. Review tasks, provide constructive feedback to improve the artwork of subordinates, foresee issues, asset planning (Optimization/Reusability, etc),Recruiting, Task estimations, and file allocation.🥇 Work together with the Lead studio to make sure the quality expectations are met by the team.Developed Tools for automation of processes working together with the Techart team, designed UI/UX for intuitive tool interface and suggested improvements. Training other Co-dev Studios on their onboarding on tools and pipelines. Troubleshooting their issues.

Education

  • College Of Applied Sciences ,MG University

    Bsc Electronics and Networking, Electronics /Computer Hardware /Networking /Digital Electronics

    2002 — 2005

  • Mar Gregorious English Medium High School ,Kottayam

    Schooling, Priliminary education

    1988 — 2000

  • Toonz Animation India Pvt Ltd

    Diploma in Animation, Animation, Interactive Technology, Video Graphics and Special Effects

    2005 — 2006

Skills

  • Zbrush
  • Game Development
  • Art
  • Concept Art
  • Rigging
  • Maya
  • Painting
  • 3d
  • Animation
  • Graphics
  • Game Design
  • Photoshop
  • Video Games
  • Computer Animation
  • Texturing
  • Speedtree
  • Drawing
  • Photography
  • 3d Modeling

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Jijo Thomas — Lead Artist at Ubisoft in Bengaluru, KA, IN | Unifers