
jorge
art direction and technical art
hernandez

I am a Digital Artist with 24 years experience in the video game industry, having contributed to multiple AAA games.
My latest position is Art Director in EA SPORTS WRC.
My career began as an environment artist, where my keen eye for detail and interest in technical game development allowed me to progress through roles with increasing responsibilities until culminating in my current position as Art Director.
I actively contribute to defining, maintaining and developing the artistic vision combining it with the technical requirements. I have held numerous Technical Art positions, demonstrating a passion for learning new software tools and coding languages. I consistently integrate my artistic and technical skills to develop innovative pipelines, shaders, materials and techniques enhancing both visual quality and production efficiency.
I am dedicated to overseeing the art creation and integration processes, mentoring artists, providing constructive feedback, and leading by example. I possess the ability to both maintain a strategic overview and engage directly in asset creation, ensuring the art team prioritizes effectively to achieve the best results.
One of my key responsibilities across many projects has been developing and implementing real-time lighting pipelines that enhance environments and gameplay while maintaining performance efficiency.
My strong expertise in both art and technical areas allow me to work as a link between code, art and technical art, facilitating the development of effective solutions for various challenges.
I recognize the importance of balancing the effort required with the impact achieved. My experience enables me to differentiate between critical and incidental elements, which helps me in planning tasks and timelines.
I enthusiastically share and promote the game’s art direction with marketing and other partners making sure that the spirit and quality of the game is captured to the fullest.
ABOUT ME



















SKILLS
Integrate artistic vision with technical expertise to align the objectives of artists and programmers.
Defining and developing the artistic vision in combination with the technical requirements
Review and provide constructive feedback based on knowledge of artistic and technical constraints.
Mentor artists identifying their strengths and weaknesses to encourage their skill development
Create high-quality benchmark assets from the modelling to game ready stages.
Develop optimized pipelines and materials for seamless asset integration.
Define and implement game lighting workflows and HDR sky capture using 360-degree photography.
Deep knowledge of PBR texturing and shader based material creation.
Passion for diverse art styles, from photo realistic to stylized.
Conduct photogrammetry capture and integration of objects and materials into final game assets.
Program in Unreal Engine using Blueprints and Material Shader and in Unity using C# language.
Production and supervision of Marketing material.



















WORK EXPERIENCE
EA / CODEMASTERS 2017 - Present
AAA games for Console and PC formats
EA WRC 2020-2025
Art Director 2024-Present
Associate Art Director 2020-2024
DiRT Rally 2.0 2019
Principal Technical Artist 2017-2020
NATURALMOTION 2015 - 2017
Games for Mobile phone and Tablet devices using Unity
Technical Art Director 2015-2017
Dawn of Titans 2016
Field of Conflict Unreleased
WarFleet Unreleased
CODEMASTERS 2001 - 2015
AAA games for Console and PC formats
DiRT Rally 2015
Technical Art Director
GRiD Autosport 2014
Technical Art Director
GRiD 2 2013
Technical Art Director
DiRT Showdown 2012
Technical Lead Artist
DiRT 3 2011
Technical Lead Artist
Colin McRae DiRT 2 2009
Technical Lead Artist
GRiD: Race Driver 2008
Technical Lead Artist
Colin McRae DiRT 2007
Principal Artist
TOCA Race Driver 3 2006
Senior Artist
TOCA Race Driver 2 2004
Senior Artist
Race Driver 2003
Environment Artist























RELEASED PERSONAL PROJECTS
FORD TRIMOTOR 2020
Add on Aircraft for Microsoft Flight Simulator
Astronaut Simulator 2015
PC Steam version of Astronaut Spacewalk
Astronaut Spacewalk 2013
Mobile Game
Classic GP 2010
Mobile Game

























SOFTWARE USED
3D Modelling:
3D Studio MAX (15 Years)
Maya (3 Years)
Blender (7 Years)
ZBrush (1 Year)
Texturing
Substance Designer (5 Years)
Substance Painter (7 Years)
Photoshop (24 Years)
Affinity Photo (3 Years)
Vector Graphics
Affinity Designer (3 Years)
Game Engines
Unreal Engine (5 Years)
Unity (5 Years)
Codemasters Ego Engine (14 Years)
Photogrammetry
Reality Capture (7 Years)

















