Technical art director

Having more than 20 years of experience in video game industry, and recently added few years of experience in animated CG:
I started as 3d animator then animation lead, animation director, animation technical director, in video games
then moved to CG animated series to continue my learnings of the fascinating animation world.
...
I'm driven by learning and working with teams on challenges they face,
and I'm always fascinating by the number of creative minds you could find in the industry and how open they are to sharing

What I do ...

Build, manage an develop technical art teams. 
Define technical roadmaps and long term vision for the tech art team.
Work with technical art leads to establish asset production standards and data organization.
Spearhead R&D efforts and find new, optimized and adapted ways of creating art assets.
Improve existing content creation tools and pipelines based on existing and future needs of the company.
Identify and resolve asset creation pipeline and workflow issues.
Understand, define and build automation tools to optimize art team and project needs.

My story ...

Whether :
- Learning and understanding how things work.
- Finding solutions to very complex animation and character challenges
- Debugging and optimizing 3D environment assets, textures or materials
- Building solid and collaborative technical art teams
I always find a way to improve myself, collaborate and learn from people around me.

It started when back in the days, on the N64 we had to find a way to make believable sphere with two polygons, until nowadays where we try to recreate believable life like cities with procedural crowd and NPC interactions.

© Copyright Fouad Jeniani All Rights Reserved.