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Jim Jagger

@jimjagger.bsky.social
896 followers 361 following 58 posts

VP of Animation at Rockstar Games Previously: Sony, Ubisoft, BioWare, Neversoft, Infogrames/Ocean Views are my own

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Jim Jagger @jimjagger.bsky.social · 25/06/2026
Huge congrats to @harveynewman.com on the release of his book. Highly recommended!
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Jim Jagger @jimjagger.bsky.social · 19/06/2026
Pre-orders for Grand Theft Auto VI will officially begin on June 25 on digital storefronts and at other select retailers. Check out the official cover art, also available as downloadable artwork at rockstargames.com/VI
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Jim Jagger @jimjagger.bsky.social · 11/05/2025
In addition to Video Games and Animation, one of my other passions is running. www.strava.com/clubs/GameDe... Game Dev Runners is a global community of like-minded video game developers, designed to encourage and support a healthy lifestyle.
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Jim Jagger @jimjagger.bsky.social · 17/04/2025
Yup! Found on the console. Thanks
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Jim Jagger @jimjagger.bsky.social · 21/03/2025
It’s crazy to think that we’ve not seen Sam Fisher since Blacklist in 2013. Let’s hope the rumours of a new game are true!
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Jim Jagger @jimjagger.bsky.social · 21/03/2025
Most games had custom engines in the early 2000s. There was very little sharing of tech. Chaos Theory used Unreal, Prince of Persia used Jade, and Far Cry used the CryEngine. The only commonality, at least from an anim perspective, was the authoring package. Everyone used 3dsmax and CharacterStudio.
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Jim Jagger @jimjagger.bsky.social · 21/03/2025
Looking back, Ubisoft was a powerhouse in the early 2000s - Prince of Persia, Far Cry, Splinter Cell, Rainbow Six, Assassin’s Creed... These were young franchises with bright, exciting futures. From the fluidity of the Prince to the precision of Sam Fisher, they all offered unique style and gameplay
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Jim Jagger @jimjagger.bsky.social · 21/03/2025
I was one of those folks. Stealth kills, wall jumps, and ledge grapples were the highlights. This was the first time I worked with an Animation Director. I may have been proficient with software, but Gilles Monteil became a huge influence on performance.
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Jim Jagger @jimjagger.bsky.social · 21/03/2025
If I recall correctly, we had about 15 animators on the Game team. Cinematics were created by a separate narrative team, and Multiplayer was developed in Annecy. Of the 15 game animators, about 4-5 worked on the player mechanics.
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Jim Jagger @jimjagger.bsky.social · 21/03/2025
To commemorate the 20th anniversary of Splinter Cell: Chaos Theory, I thought I would share my experience working on the game.
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Jim Jagger @jimjagger.bsky.social · 07/03/2025
We have a rare and exciting opportunity for a Senior Gameplay Animator at Rockstar North. Please get in touch with any questions. www.rockstargames.com/careers/open...
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Jim Jagger @jimjagger.bsky.social · 04/03/2025
Although the industry has matured, I owe so much to the folks who took a chance on me. Neversoft may have died, but the legacy lives on.
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Jim Jagger @jimjagger.bsky.social · 04/03/2025
In some ways, it was a golden era of development. We were young, ambitious and desperate to make a mark. The team grew from 25-40 during the development of THPS 3 and 4, making friends that would last a lifetime.
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Jim Jagger @jimjagger.bsky.social · 04/03/2025
A PlayStation demo disk got me hooked but THPS2 sealed the deal. Before I knew it, I was heading to Los Angeles to work on the series.
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Jim Jagger @jimjagger.bsky.social · 04/03/2025
To celebrate the remastering of THPS 3 & 4, I thought I would share my experience of working on the originals.
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Jim Jagger @jimjagger.bsky.social · 20/02/2025
Calling all animators! If you’re looking for work in the games industry, be sure to check out the open positions at Rockstar Toronto. www.rockstargames.com/careers/offi...
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Jim Jagger @jimjagger.bsky.social · 17/09/2023
This wee man will be carrying me on his back while he runs 21 miles of the Edinburgh Kiltwalk today I'll be joined by 14 colleagues from @rockstargames.bsky.social, all raising money and awareness for the amazing @specialeffect.bsky.social Let's do this!
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