The good news? We’ve just finished the first milestone in turning tech-artists.org into a legal nonprofit! This is going to help ensure the stability and longevity of the site and the community.
The bad news? We’ve only got a couple of months of hosting left. Plus, if we want to get full tax-exempt status – which will make it easier for us to do things like get discount hosting for our online chat, or offer educational programs – we need to raise about the equivalent of a full year’s hosting costs to cover the IRS filing fees.
So … how about hitting the tech-art tipjar to help keep the site up and healthy?
As a Technical Character Artist, you will be working alongside a talented character team. Providing technical guidance and defining art workflow and pipelines as well as driving forward cutting-edge visuals.
You will be joining the studio in a key role at pivotal time as we scale up to develop an ambitious and ground breaking open-world game. The role brings the opportunity of making a significant personal contribution to a high-profile project.
We believe in iterative development, and you will need to be comfortable working in a fluid environment with competing demands.
Responsibilities
* Work closely with the Art Director and Lead Character Artist to define and maintain art workflows.
* Character shader research and development.
* Collaborate with the animation/rigging team ensuring all character best practises are being adhered to.
* Assist the animation team with character setups and skinning.
* Liaise with engine team to troubleshoot issues and find solutions.
* Provide guidance to character artists encouraging best working practices and strong asset organisation.
* Proactively provide suggestions on how to utilise new technologies and tools and implement them into our workflow.
* Provide clear guidance on technical performance constraints and help define character asset budgets.
* Clearly communicate and document art production pipelines.
Requirements
* Strong knowledge of game engines and the technical constraints and challenges of game development.
* Experience with 3D modelling tools such as 3ds Max, Maya, or ZBrush, in a videogame environment.
* Strong technical understanding of character art pipelines, memory and rendering budgets.
* Understanding of character rigging and skinning pipelines/workflows.
* Strong communication skills, and comfortable working across multiple teams.
* Understanding of modern procedural asset creation techniques (Scanning, Marvellous).
* Strong interest in the latest advancements in video game graphics and visual trends.
* Knowledge of at least one programming language (such as Python, C++).
* 2 years minimum experience as Technical Artist in the games industry.
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