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Hello.
My name is Jorge Jimenez A.K.A. IRYOKU. Game developer and gamer at heart with over 17 years of experience. I have dedicated my career to push the boundaries of what is possible, striving to turn the impossible into reality.

I am the Studio Head of Striking Distance Studios Spain and the President of Technology for Striking Distance Studios globally. In this role, I have undertaken multiple responsibilities, including establishing a studio from the ground up and directing the Technical Visuals for The Callisto Protocol. Since its release I have led the 45-person engineering and tech art teams across both Spain and the US, ensuring innovation is at the heart of everything we do. Most recently, I spearheaded the engineering efforts to ship [REDACTED] and oversaw all disciplines in the development of the PS5 Pro enhanced version of The Callisto Protocol.

Formerly, I was a Graphics R&D Technical Director at Activision Blizzard, where I contributed to numerous Call Duty titles and StarCraft 2. Before that, I earned a PhD in real-time graphics and photorealism from Universidad de Zaragoza in 2012. My dual academic and industry background has enabled me to cultivate a rigorous yet pragmatic approach, balancing creative and artistic judgment with technical expertise.

My passion lies in creative thinking, ideation, and innovation. I strive to discover new ways to evoke emotion in video games, pushing the boundaries of art, technology, and design to create timeless video game experiences that leave a long-lasting impact.

Scroll down to learn more about me.

Core Achievements.
Redacted Release

In 2024, I took charge of the 45-person engineering and tech art teams, and led the game [REDACTED] to a smooth and successful release. The game showcased a unique and provocative visual style, enhanced with extreme sharpness, resolution, framerate and reduced input lag.
The Callisto Protocol PS5 Pro Enhanced

Simultaneously in 2024, I acted as the Project Manager to upgrade The Callisto Protocol for the new PS5 Pro, fully overseeing engineering, tech art, production and PR communications. This version of the AAA title elevated the visuals by pushing state-of-the-art hardware to its limits, delivering an ultra-high-resolution 8K mode and a steady 60fps 4K full ray-tracing mode.
The Callisto Protocol Technical Visuals

From 2020 to 2023, I directed the Technical Visuals of The Callisto Protocol in the pursuit of photorealism, and striving to push beyond the boundaries of what the current generation of consoles (PS5, XSS/X) had achieved so far. I presented my vision for The Callisto Protocol Technical Visuals at GDC 2023 and SIGGRAPH 2023, which introduced a brand-new approach to character rendering and photorealism.
Outstanding Animated Character 2023 VES Award

In 2023, our work on real-time photorealistic characters was nominated for the Outstanding Animated Character 2023 VES Award, one of the industry’s highest honors. We competed alongside offline renders from the film industry leader Weta FX, at an event featuring film blockbusters such as Avatar: The Way of Water, Jurassic World Dominion, and Top Gun: Maverick.
Striking Distance Studios Spain

In 2020, I created Striking Distance Studios Spain, a 14-person studio in Zaragoza (Spain) from the ground up—fostering a culture of imagination, determination, camaraderie, and excellence. Imagination sparks innovation, crafting the blueprint for what is new and original. Determination, combined with camaraderie, transforms that vision into reality through collaboration and teamwork. Together, these values drive the pursuit of excellence in execution.
Call of Duty Visuals

From 2013 to 2019, I contributed to raising the bar for Call of Duty’s visuals, successfully shipping seven titles in the award-winning franchise. Going to war every year with Call of Duty allowed me to quickly advance my career by continuously finalizing the titles of one of the most impactful franchises of all time. During this time, I held significant roles in digital humans, post-processing, temporal upsampling, anti-aliasing, lighting, materials, and low-level performance—always striving for the next leap in video game graphics. Some examples of practical technological advances include SMAA, GTAO, and interleaved gradient noise.
Activision Next Generation Character Rendering

In 2013, my work at Activision in digital humans led to the GDC talk Next Generation Character Rendering, which received 1.5 million views on YouTube. Five years later, this work influenced the rendering of digital humans in several AAA games and engines.
PhD Separable Subsurface Scattering

In 2012, I finished my PhD with my most significant contribution at the time, Separable Subsurface Scattering technology. The related video garnered 0.8 million views by showcasing unique, practical real-time human rendering qualities that combined technical and art direction skills. This work made the simulation of skin practical in video games for the first time, and led to pioneering remote work for AAA video game development at Activision, at a time when remote working was remarkably singular.
Recommendations.
  • “I’ve had the pleasure of working with Jorge for almost 10 years on AAA projects like Call of Duty: Advanced Warfare, Call of Duty: World War II, and The Callisto Protocol, and throughout that time, his contributions have been nothing short of extraordinary. Jorge’s unique ability to balance creativity and technical expertise, much like a modern-day Leonardo da Vinci, allows him to approach challenges from multiple perspectives, bringing both artistry and precision to his work. This dual strength sets him apart in an industry that often leans heavily in one direction or the other.

    His entrepreneurial mindset goes beyond innovation; it fuels a relentless drive to push the boundaries of what’s possible. Jorge consistently transforms bold, visionary ideas into tangible, high-impact outcomes. He excels at blending vision with seamless execution, ensuring that the creative concepts in the games he works on not only come to life but do so in a way that is both technically flawless and artistically compelling. This rare combination makes him an invaluable leader on any project he undertakes.”
    Atsushi Seo. Lighting Director at Striking Distance Studios. Activision. Electronic Arts.

  • “I remember when Jorge first visited us at our office in Maine, he was like a sponge soaking up every single piece of information and ersatz wisdom that we had about shipping games on consoles. He came equipped with one of the sharpest minds in graphics, making significant contributions to anti-aliasing techniques both before and during his tenure here. He was also a leader in the efforts to advance the state of the art in rendering for human characters, delivering amazing results with his work in subsurface scattering, but also working on other problems such as occlusion.

    Jorge built strong relationships with not just the graphics engineering staff, but also with our technical artists and art directors, and he was a sought-after collaborator by our teams. His attention to detail was legendary, not just in aesthetics and artistic results, but also in understanding the minutiae of performance optimization at the lowest hardware levels.

    Over time Jorge wasn’t just a coworker, but became a good friend. It’s been a pleasure to watch him build a team and become a leader.”
    Michael Vance. Chief Technology Officer at Activision Blizzard.

  • “I met Jorge during one of the ATVI summits that the company hosted during GDC, I believe back in 2013. Always great to meet a fellow Spaniard making an impact in gaming. We clicked right away and that started a great friendship that continues to this day. Jorge was part of the Central Group that provided technical support across the entire Call of Duty Franchise, which I was part of as Multiplayer Art Director at Sledgehammer Games.

    Besides a great collaboration over the years that helped tremendously raise the visual bar of the COD titles and bring the Radiant Engine to new rendering heights, Jorge and I had endless conversations about all things gaming. From creative, gameplay, the tech stack that could define the next wave in gaming, to the business side of making games. Jorge’s wreath of gaming knowledge (ask him about his insanely large collection of ‘vintage’ physical copies) is hard to find. We both love making games but for Jorge, games are a true passion that goes way beyond being a developer.”
    Alejandro Gil. Studio Manager and Art Director at 31st Union. Crystal Dynamics. Activision Blizzard.

  • “I have had the privilege of working with Jorge Jimenez and can confidently say that he is a remarkable leader and innovator in the field of game development.

    Jorge’s technical expertise is excellent, particularly in real-time graphics and photorealism, where he consistently pushes the boundaries of what’s possible. His ability to build and lead high-performing teams is a testament to his strong leadership skills, fostering a culture of innovation and excellence.

    Jorge’s entrepreneurial spirit shines through in his capacity to turn ambitious visions into reality. He has an impressive track record of delivering on complex project goals, showcasing his forward-thinking approach and dedication to innovation. His contributions to the field have not only advanced the technology but have also set new standards in the industry.

    I highly recommend Jorge to any organization seeking a visionary leader who combines technical brilliance with an entrepreneurial mindset. His passion for pushing the envelope and his ability to inspire those around him make him an invaluable asset to any team.”
    Natalya Tatarchuk. Chief Technology Officer at Activision. Vicepresident of Graphics at Unity Technologies

  • “I’ve known Jorge’s work for many years. Coming up as a Character Artist myself, Jorge’s work influenced and shaped how characters are rendered in videogames. I was delighted to work side-by-side at SDS for 4 years, and develop Callisto Protocol together.

    What impressed me the most was his ability to not only drive the technological advancements we made, but also his Creative mind, pushing and challenging game design ideas, thinking about the game and project as a whole. His methological approach to solving problems is breathtaking and generates confidence on anyone around him.

    Jorge has the ability to navigate very complicated situations and stay calm, present, delivering the highest quality possible on any given situation. From coming up with design solutions, tools, artistic touches, studio level problems, optimizations. You name it, with Jorge, the impossible becomes possible, no doubts.

    Jorge is a gamer by heart and knows so much about videogames from all aspects. His passion for pushing the boundaries, from a creative and problem solving oriented mind is admirable and contagious. He also demonstrated amazing leadership skills, not only as a Director but also as a Studio head of the Spain office.”
    Glauco Longhi. Studio Art Director at Unknown Worlds Entertainment. Striking Distance Studios. Santa Monica Studio. Naughty Dog.

See my LinkedIn Profile for the references.

Phototorealism.
Render of Jacob Lee
Photo of Jacob Lee
Render of Elias Porter
Photo of Elias Porter
I have been pursuing photorealism for the last 17 years. This comparison showcases a render of Jacob Lee and Elias Porter from The Callisto Protocol alongside photographs of Josh Duhamel and Zeke Alton in real life. It highlights the results of my team, where art and tech come together as one. The hair and backgrounds from the photographs were composited into the renders, as hair was not part of the digital double efforts.
Games.
The Callisto Protocol
The Callisto Protocol
Starcraft 2
Call of Duty Modern Warfare
Call of Duty Black Ops 4
Call of Duty WW2
Call of Duty Infinite Warfare
Call of Duty Black Ops 3
Call of Duty Advanced Warfare
Call of Duty Ghosts
Talks.
ACM SIGGRAPH
GDC
Digital Dragons
FMX

I contributed to the entertainment industry through platforms such as SIGGRAPH, GDC, Digital Dragons, FMX, the GPU Pro series, Game Developer magazine, and the Transactions on Graphics journal, key venues with some of the highest impact on games. I have the privilege of regularly speaking publicly on these conferences and other events in the United States and Europe.

Background.
I chose IRYOKU (意力) as my artistic name to remind myself to pour my heart and soul into everything I do. In Japanese, it means Force of Will. I live by the motto: Do. Or do not. There is no try.

I’m deeply passionate about video games, art, photorealism, digital humans, technology and photography. This passion for video games began with Super Mario Bros. 3, the first game I owned, and continues to this day. However, it wasn’t until I saw the ending of Chrono Trigger on the Super Nintendo—my favorite game and console of all time—that I knew I wanted to develop video games. And I knew I wanted to do it from my beloved hometown of Zaragoza, Spain—a city I hold dear and have always vowed never to leave.

Chrono Trigger opened my eyes to the powerful connection between visuals, design, narrative and emotion. This realization deepened after watching old-school demos on my older brother’s Amiga A1000, which inspired me to choose the path that led me to where I am today.

Energetic and strong-spirited by nature, I thrive on challenges. Before pursuing game development, my greatest passion in my twenties was bboying. I pursued it intensely until injuries forced me to stop. This discipline not only improved my physical condition but also taught me self-discipline, determination, and mental toughness—traits that now serve me well in my career. Metaphorically, I am always seeking the next mountain to climb.

My vision today spans new horizons, where I strive to achieve a balance of art, technology, and design, aiming for a seamless integration of all three to create a timeless video game experience that leaves a long-lasting impact.

Interviews.
Interview for the tech collaboration with AMD (2022).
Interview for Striking Distance Studios (2021)Interview for Striking Distance Studios (2021).
Screenshot. External Link.
Interview for the spanish journal Vandal (2023)Interview for the spanish journal Vandal (2023).
Auto-Translated Screenshot. Auto-Translated External Link.
Trailers.
Skills.
Passionate for Games
Leadership
Creative
Enterprising
Determined
Thirst for Knowledge
Communicative
Honest
Convincing
Receptive
Eye for Photorealism
Taste for Visuals
Pragmatic & Academic Vision
Rendering
Technical Art
Optimization
3D Authoring & Modelling
Photography & Editing
Thanks for Visiting.