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Hi, I'm Fouad Jeniani and I'm a Technical art director

As young and passionate about French comic strips I never dreamed of joining such big video companies.
My passion of drawing allowed me to publish my first and second comic books with a friend in Morocco.
That allowed me to be considered for the next step:
I started at UBISOFT in 1998 as an artist, and quickly moved to 3d animation.
Having no 3d or video gaming background, UBISOFT teached me everything about video games creation.
After seven years within the company I became Animation technical director.

After 13 years at UBISOFT in 2011 I decided to look elsewhere
and continue learning other ways of developing games 

Experience

- Build and hire tech art team to support Company transition from VR studio to AAA studio.
- Define the tech art long term vision and strategy to build solid AAA pipeline and workflow
for all projects in the studio.
- Work with executive team of directors and HR to define the discipline progression ladder
for technical artists.

- Build and hire unreal dev team including programmers and tech artists.
- Design high level plan for unreal workflow and negotiate solutions with other head of
departments to fit their team knowledge and tools.
- Organise dailies and follow-up for unreal pipeline dev.
- Helped building file to obtain government funding for Unreal R&D project.

Managed "League of legends" and "Team Fight Tactics" technical art teams
- Hired tech-art team, managers and leads in Singapore and Hong-Kong.
- Helped establish Jira as main production follow-up tool: had to convince producers,
team leads from different disciplines and different artists.
- Mentored and coached riggers, tech artists on adopting good practices in production.
- Started planning long term strategy with high management when it comes to tech art support and
rigging.
- Started an initiative to teach Shanghai artists Game dev and Unreal, which will end up
having the full team work for 1 week developing their own game proto: applying all what
has been studied over 3 months of weekly learning cessions.
This had a positive impact of the technical art motivation and moral

- Responsible of making all decisions related to Unreal pipeline.
- Supervise all project leads and TDs.
- Worked with character, animation TDs and leads to adapt CG workflow to Unreal.
- Direct contact with client for asset validation and requests.
- Work with production to plan asset creation and validate time estimates to spot issues with
deliveries.
- Follow-up on asset creation with production leads.
- Weekly meetings with studio production director and CTO to prioritize and validate project
needs in term of tools and workflow.

- Re-established lost knowledge of character and animation asset creation
- Create character facial system for in-game dialogue and cinematics
- Establish guidelines and develop character customization system
- Create in-game Animation system

Dead by daylight (Game):
- Worked with live team to revamp the character animation system for next gen support
- Optimized and refactored the whole animation system for all existing killers and survivors
in the game.
- Established new guidelines for the tech animators to continue developing the new live
character systems.
- Established new character modeling pipeline for facial modeling to optimize the skinning
workflow, using Cage modeling and skinning system.
- Established new Facial system for next gen version.

Death garden (Game):
- Provide support for animators in their daily work as assets creators using Maya
- Establish Character production guidelines and validate technical feasibility
- Established guidelines for animation retargeting system using Unreal 4
- Debug and fix animations issues using Unreal 4 blueprints
- Developed, with programming team help, a customization system for all characters.
- Developed Maya tools to fix rigging issues and batch export animations to new skeleton.
- Did all character skinning, export and procedural setup inside Unreal4.

Houdini for rigging R&D:
- Did and evaluation of new Houdini modular rigging system VS Maya existing tools at that time: at the end the result was presented at "UBISOFT Animation Days" event

Undisclosed and canned project:
- Started building Character and animation pipeline

Marvel's avengers (Game):
- Collaborate with other Animation TDs on other production site (at Crystal dynamics CA) on refining animation and
character tools and workflows.
- Building Motion builder – Maya full pipeline using Python.


Deus-ex mankind divided (Game): 
- Redefined the animation pipeline
- Helped re-organize the animation team and programing team work-flow: played a big role in
restructuring the teams around the full Scrum methodology and establishing clear priorities
in the animation – programming backlog.
- Established the character integration pipeline and monitored tools development for it.
- Established facial and in-game animation pipeline.
- Worked with LD technical director establishing a pipeline and tools for NPC social and
fighting system.
- Product Owner of the “Tech Animation and Character Rigging team”: doing follow-up of
production and organizing the Character rigging / tech animation scrum planning and stand
ups.
- Defining priorities for the scrum team to work on depending on the project priorities and
deliverables.

Batman origins (Game):
- Worked with the animation director to establish the animation pipeline and work-flow.
- Produced 3dsmax scripts to support established animation pipeline
- Collaborated closely with programmers to develop engine tools under UNREAL and to
establish optimization norms.
- Established skin and rig conventions.
- Rigged first facial model to be used for the full game.
- Did coaching for a team of three junior and senior technical animators.
- Studied FaceFx System and helped using it for in-game characters.
- Established facial rig for Image Metrics system to be used for cinematic.
- Communicated with mocap studio outsourcer to establish a mocap pipeline, and provided
them with the needed data.
- Provided support for animators to export and integrate mocap data for the “leading edge”
delivery date.
- Provided support for senior technical animators and riggers to export characters that
respect to the established animation systems.
- Organized animation tech meetings to access animator’s needs and communicate on
developed tools and systems.
- Integrated and tweaked simulation system on character hairs and cloth, using Physics and
Apex system in Unreal.


undisclosed brawler project:
- Used Morpheme to create full game animation system with Unreal engine.
- Developed 3dsmax scripts to support the animation pipeline and optimize animators
work.

Shaun White Skate (Wii Game):
- Managed a team of six animators.
- Did follow up on production schedule.
- Established a generic animation retargeting system with the programming team
support.
- Used TAG (an animation middleware to create animation trees) to build the in-game
character animation tree and system.
- Integrated a generic targeting IK system and center of mass for all characters, with the
help of programming team.


Naruto : Rise of the ninja ( X-Box 360 Game):
- Adapted full TAG 3dsmax pipeline to UBISOFT in-house engine named JADE: by
modifying the full Max-Script pipeline provided by the company software.
- Provided support for animators.
- Helped the animation director and programmers developing the animation system.
- Rigged, Skinned and exported all the game characters.


Surf's Up (Ps2 Game):
- Established Character and animation pipeline for the game.


Prince of Persia: the two thrones (PS2 Game):
- Did character skin, rig and export for all characters in the game.
- Helped on establishing and integrating Character FX.
- Provided support for animators.
- Helped developing a mixed animation – simulation system for the prince Belt.

Prince of Persia: the two thrones (FPP)
Super Donald "PK" (PS2 Game)
Rainbow Six "Rogue Spear" (PS1 Game)
Donald Quack Attack (N64 and PS1 Game)

Software and knowledge

Coding languages

MaxScript (Advanced)
Python (Advanced)
G# (Advanced)
C++ (Basic)

Digital content creation tools

3dsmax (Advanced)
Maya (Advanced)
Blender 3D (Advanced)
Photoshop (Advanced)
Gimp (Advanced)

Management tools

Hansoft (Advanced)
Jira (Advanced)
Shotgrid (Advanced)

Education

  • 2008 - 2010: obtained "Diploma of high studies in animation" from Online animation school : "Animation Mentor"
  • 1991 - 1994: Accounting courses: "Diploma of accounting and management" from accounting and engineering school "Ecole Secretariat of Casablanca"


Games I worked on

League of legends (end of 2022)

Team fight tactics (end of 2022)

Dead by daylight (end of 2018)

Deus-Ex mankind divided 

Batman origins

Naruto rise of the ninja

Video Description

Video Description

Contacts

Email

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