Technical Artist
Description
Role Overview:
With a foundation as a 3D generalist, you've become a
seasoned Technical Artist with a solid technical understanding of Maya, Max,
Photoshop and 3D engines, including proficient use of programing and scripting
languages, you’re comfortable tinkering with, maintaining and providing support
for every art tool at your disposal. A creative problem solver: impossible is
your favorite kind of possible, and you welcome every new problem as a chance
to flex your creative muscles to find solutions. Inspiring: with a self-driven
mindset and positive attitude, you invigorate and inspire the artists you
support by providing clear and constructive feedback
Key Responsibilities:
- Build, manage, support and maintain tools and pipelines
and provide technical support for artists as needed, across different artistic
disciplines like environments, characters, etc.
- Drive development of the asset creation pipeline to ensure
assets are easily integrated into a game without sacrificing overall artistic
vision or exceeding the project’s technical budgets.
- Design and create custom tools to improve the efficiency
of the art team in all areas of the art production pipeline. Troubleshoot and
debug issues in internal tools and pipelines.
- Work with R&D on developing new features, mock up
features in external programs or tweak shader code, give feedback to R&D,
and experiment with and troubleshoot features as they are added
- Coordinate, execute and help drive the Art teams' most
demanding and critical projects forward
- Work closely with lead artists to spec, implement, and
continuously improve tools based on desired production practices and workflow.
- Investigate new techniques and implement them within the
team. Stay up-to-date in changes in technology, in terms of console hardware,
art packages, and new asset creation techniques.
- Mentor and support other tech artists, critique their work
and help raise the quality of art production across the boar
- Liaise between Art teams and various stakeholders to
provide support for interdisciplinary efforts
- Interface with key stakeholders and team leads when
assessing and completing tasks and help promote strategic visions for projects
- Material creation - Making materials for characters,
environment assets, effects etc, anything that is overly complex or technical
- Optimization - Use diagnostic tools to examine current content
and identify areas for improvement
- Create new art assets as required to get the job done.
- Set up and maintain the art production workflow and
maximize the artists’ development process.
- Ensure artists have the tools they need to create assets
efficiently and to specification.
- Set up the systems of production and solve problems as
they arise, alleviate technical bottlenecks for the art team, and free up the
asset team to focus on asset creation.
- Document all tools on intranet and educate artists on
their use.
Key Competencies
& Skills:
- Four to Sixyears of
game production experience. Minimum three years experience involving both art
and programming with at least 2 shipped games as a TA.
- Degree in a relevant visual art or technical subject highly
desired.
- Extensive experience and strong understanding of game
engines like Unreal, Unity, Cryteck. Excellent knowledge on various game
development tools.Strong scripting and plug-in writing skills. Proficiency
in programming languages like C++, scripting languages like MEL or Python, Maya
API and various SDKs. Max Scripting and HLSL or shader programming experience
is a
- plus. Ability to create highly polished and functional UI for all Maya
& Max side scripts and tools
- Must have strong technical skills, including experience in
software design & implementation and knowledge of math & physics
theories. Demonstrable understanding of graphics-related programming languages.
- Advanced 3DSMax or Maya experience, and the ability to
create competent art in Maya & Max. Experience with various software
packages including Photoshop, Zbrush/Mudbox. Familiarity with shaders a plus
- Ability to communicate clearly with both technical and art
departments, articulating both the needs of the art team and the limitations of
tech.
This Job is no longer active!