Name: Shiju Somrajan
Title: Asset Supervisor
Department: Games
Length of career in the industry: 16 years
With Technicolor Games: 9 years
First Game worked on: Fable: The Journey
Working in Technicolor Games is always challenging and exciting.
How did your career begin?
I’ve always been interested in visual arts and games since I was a kid. I used to install trial 3D software and work on it for hours at a time. I began working for a pharmaceutical company after finishing my bachelor’s degree in pharmacy (B.Pharm). It is here that I realised I am not myself. I then enrolled in a 3D diploma programme (MAAC). There was no turning back after that.
I began my career as a Lighting Artist at DQ Entertainment. After working for 3.5 years, I took a year off to pursue my Master’s in Digital Effects at Bournemouth University in the United Kingdom.
Following my Masters, I worked for a year as a Lighting Artist for Lionhead Studios before moving on to work as a Lighting and Environment Artist for Rare Studios. As an Environment Artist in the Gaming industry, I joined Technicolor Games. I have worked on titles like Fable: The Journey, Kinect Sports Rivals, Call of Duty BlackOps III, AirSide Andy, Starlink, Immortals Fenyx Rising and High on Life.
What is your most memorable moment/project working at Technicolor Games?
Everything I worked on for Technicolor Games has something memorable about it. If I had to pick one, it would be Ubisoft’s first project with us, Onwards/Starlink. I was fortunate to be a part of this project from its conception to its completion. I really developed my professional skillset with this project.
What is it like working at Technicolor Games?
One of my favourite aspects of working at Technicolor Games is the variety of projects I can work on. Different art styles, gameplay and complexities. Every project brings something new and exciting. There is never a dull moment.
What are you excited about for the future?
When I first started out in Technicolor Games, we used to work on simple assets based on concepts provided. But as we have grown, we have evolved. We now collaborate with our clients; working on art concepts, asset creation, game engine integration, cinematics, and other related tasks. I’m excited to see what new benchmarks we can set.
What advice could you give to someone wanting to join the industry?
Stop comparing yourself to others, and always strive to be better than you were yesterday. Remember this before you open Artstation. It’s always worked for me.
Here are some examples of Shiju’s work:
If you are interested in working at Technicolor Games we’d love to hear from you – please check out our current vacancies.