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Timi games8/8/2023 Steven Rhee, Principal Lighting Artist, TiMi Los Angeles It was there that my concept art career began, when I was hired by the art department to work on Assassin’s Creed 2. Thanks to my knowledge of Photoshop and 3D software, I was hired by Ubisoft as a matte painter to paint digital backgrounds. The first time I saw works of pioneering concept artists such as Craig Mullins and Sparth, I knew this is what I wanted to do.Īfter working as a graphic designer for websites, I studied 3D animation and worked as a lighting technical director. I love to create images from a thought or an idea. I became a concept artist because I love to paint. Gilles Beloeil, Principal Concept Artist, TiMi Montréal Over 10 years, I worked in Quebec, Shanghai and Singapore in various roles, before moving to Riot Games, and now TiMi. I started at Activision as a tester, and then joined Ubisoft as a character rigger on AC Brotherhood, helping out here and there until my role grew to include tech animation and art. It was much like architecture but accomplished in a different medium, and with a different degree of creative flexibility.įrancois Dallaire, Principal Technical Artist, TiMi Singapore By the time I completed my degree, I was enthralled with the magic of being able to create entire worlds for players to experience in-game. I was asked to consult on the historical accuracy of the art in the game, but I quickly got into making the art myself. I started working on the first-ever Bulgarian video game as I was finishing my Master’s degree in architecture. (Team Kaiju is the first independent studio incubated by TiMi in North America.) Rosi Zagorcheva, Operations Director, Team Kaiju Who knows, like them, you may end up meeting amazing people including someone who used a chicken on set to direct a cast of dogs. Budding architects, lovers of painting, movie buffs, graphic designers from Europe, North America and Asia who share one thing in common – a passion to create, differently. They’re key members overseeing game creation and studio operations, with diverse backgrounds, experiences, inspirations and memorable moments that bring magic to a studio. They speak candidly about their experiences, highlights and challenges so far, what lies ahead, and how a commitment to international co-development will see TiMi join the ranks of AAA game makers. A single brilliant mind can’t go it alone, it takes the right mix of creative, motivated and diverse talent, and a culture that embraces difference and independent thoughts.Īs TiMi Studio Group turns 13, we talked to seven members about the journey to transform the studio from a hit Chinese company to a major global game developer. People are vital when it comes to creating AAA games. Success starts with building the right team. Coming your way: titles that will push the boundaries of what’s possible in terms of worlds, graphics, interactions and stories, thanks to access to cutting-edge technology and creativity contributed from different parts of the world. In less than three years, TiMi has four development studios emerging outside China, which will co-develop with studios at the TiMi headquarters in China to create next generation games. It’s now set to create multi-platform AAA games that will capture the imagination of players worldwide. TiMi, a subsidiary of Tencent Games and headquartered in Shenzhen, is the creator of blockbuster mobile games that include Call of Duty: Mobile, Pokémon UNITE, Arena of Valor and Honor of Kings. They are also where you’ll find TiMi Studio Group’s offices, plugging into the wealth of talent and synergy in those cities to create AAA, open-world video games. What do Montréal, Seattle, Los Angeles, Singapore, Chengdu, Shanghai and Shenzhen have in common? You’re correct in guessing the cities are centers of game development and tech innovation. Our global recruits tell us what it takes to create a AAA games studio
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