Jorge Jimenez

Studio Head And President Of Technology at Striking Distance Studios

Zaragoza, Aragon, Spain
email-iconphone-icongithub-logolinkedin-logotwitter-logostackoverflow-logofacebook-logo
Join Prog.AI to see contacts
email-iconphone-icongithub-logolinkedin-logotwitter-logostackoverflow-logofacebook-logo
Join Prog.AI to see contacts

Summary

👤
Senior
🎓
Top School
Jorge Jimenez is a game technology leader with over 15 years in real-time graphics, currently serving as Studio Head of Striking Distance Studios Spain and President of Technology for the studio globally. He combines a PhD in real-time graphics and photorealism with senior industry experience as Graphics R&D Technical Director at Activision, where he contributed to Call of Duty and StarCraft II. Jorge has built a studio from the ground up, led technical visuals for The Callisto Protocol, and recently drove engineering to ship a PS5 Pro enhanced version and another high-profile title. Known for blending rigorous research-driven methods with pragmatic production leadership, he focuses on engineering, tech art, and creative innovation to evoke emotion and craft lasting game experiences. An avid gamer and creative thinker, he thrives at the intersection of art and cutting-edge technology.
code15 years of coding experience
job8 years of employment as a software developer
bookPhD in Computer Science Real-Time Graphics and Photorealism, PhD in Computer Science Real-Time Graphics and Photorealism at Universidad de Zaragoza
languagesEnglish, Spanish
github-logo-circle

Github Skills (6)

subpixel10
opengl10
gpu9
python7
mechanism1
pattern1

Programming languages (1)

C++

Github contributions (4)

github-logo-circle
iryoku/smaa

Apr 2011 - Nov 2013

SMAA is a very efficient GPU-based MLAA implementation (DX9, DX10, DX11 and OpenGL), capable of handling subpixel features seamlessly, and featuring an improved and advanced pattern detection & handling mechanism.
Contributions:73 commits, 8 comments in 2 years 7 months
gpuopenglsubpixel
iryoku/separable-sss

Feb 2012 - Jun 2012

Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
Contributions:3 commits, 1 tag in 4 months
pythonsubsurfacecalculationsscatteringpasses
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.
Request Free Trial