Senior Character Texture/Look Dev Artist
Description
When you look at a person walking down the street, do you
see diffuse, normal, and gloss maps instead of skin, hair, shoes, and clothing?
Do you see the word “albedo” and know that it is not found in egg whites? Well
then, we’d like to have a chat with you! We’re looking for a Senior
Character Texture/Look Dev Artist to work with Sucker Punch's
physically-based rendering engine to create even more compelling and believable
characters.
We’re proud of the work we did on inFAMOUS Second Son, which helped show what the new generation of
hardware was capable of. But we’ve got big ambitions, we’re not satisfied, and
we know there are people like you out there who can push us even further.
Responsibilities
- Define the direction for textures and shading on our
upcoming title. Using your strong sense of surface and texture—organics,
textiles, metal, leather—work with the rest of our rendering team to create
jaw-dropping character visuals and have a huge impact on how real our
characters look.
- Create comprehensive map sets for our physically-based
rendering engine, combining photo source with traditional hand painting
techniques.
- Collaborate with other art departments at Sucker Punch to
define and optimize reusable texture properties for use in tools like Substance
and Mari.
- Develop innovative ways for us to effectively and
efficiently create character visuals on a small, tight-knit team of artists, designers, and programmers.
Qualifications
- Demo reel or portfolio to demonstrate/support excellence
in the following areas.
- Mastery of Photoshop and Maya
- Working knowledge of Mari or
Substance Painter
- Please provide a breakdown of
your contributions to what we see in your demo reel
- Excellent grasp of physically-based lighting and shading
principles.
- Ability to augment or create efficient UV layouts.
- Proven ability to author top-tier, real-time content
- Solid communication skills. Should be able to clearly
communicate technical details to technical and non-technical audiences.
- Must be eligible to work in the US. This position will be onsite at our Seattle headquarters.
Bonus Factors
- Credited work as a Shader or Rendering Tech Artist for film
or TV.
- Have used photographic material acquisition and HDRI
creation.
- Experience prototyping shaders in Unreal Engine, Unity,
or CryEngine.
- Proficient with Substance Designer or a similar tool.
This position will collaborate directly with the onsite team - please send us your latest and greatest resume for consideration (don't forget a demo reel/portfolio etc. for us to marvel at)!
This Job is no longer active!