NOW HIRING! TECH ARTIST NEEDED! Seattle, WA

I’m currently recruiting for a TECH ARTIST to work on an exciting, unreleased video game with a well known game studio in Remond, WA! This position is a contract opportunity through VOLT located in Redmond, Washington. This is a full-time 40/hr a week opportunity. No possibilities for telecommuting or working remote - candiates must work onsite.
Below is the job description! If you are interested in applying, please email me - Ckoike@volt.comJob
Description:

We are ramping up for production and building up our pipelines. We are a very small team and need a seasoned mature tech artist to help smooth out or pipelines, toolsets, workflows, and contribute to some content side work like rigging and character setup. We need someone ASAP. Looking for someone with gaming experience. Our engine is constantly in flux and breaking so I need someone with the attitude and experience to be able to handle things that are constantly changing and falling apart. Our group is a pretty laid back group that does a lot of good natured joking. Someone who is fun and lighthearted would fit best. You would be working with artists and engineers to smooth out the pipelines the team uses. you would be writing scripts, requesting features, or simply researching ideas that all serve to make the team function at a higher capacity and with less frustration.

Skills:

1. Expert in Python, MEL, and PyMEL programming.
a. We are using Maya and various other programs that take advantage of these programming languages and the candidate will need to use them to tools, workflow improvements, and general streaming for the team

2. Expert understanding of Maya and Maya ASCII file format.
a. Again we are using maya and so the candidate needs to understand the file formats so they can better understand how to create the tools scripts, and errors that can come up by using them.

3. Expert understanding of common filetypes such as TGA, OBJ, and FBX, and how they can be managed and manipulated.

a. We need a lot of tools and pipeline improvements involving these formats so a key understanding of them is important.

4. Excellent in-person and written communication to artists, and occasionally engineers and designers.

a. Our team is highly collaborative and talk through problems regularly. We really on the communication of the team to keep that atmosphere going and friendly as well as helping everyone clearly understand the challenges we have, the improvements that need to be made, and how to use any of those improvements once they have been implemented.

Experience:

  1. 5+ years working in production for video games.

  2. Shipped at least one console title (Xbox 360 / PS3) from concept through release in a Technical Artist capacity.

  3. A history of high quality products and experiences
    a. 1/2/3 are all important in hopes that a candidate with tis experience level has the experience and maturity to work on an immature graphics engine, with immature and often broken tools, and with missing features all with a professional attitude with the experience needed to help us drive towards fixing and improving our toolset and workflows.

  4. You have an understanding of character animation pipelines, and tool needs specific to character
    artists and animators.

  5. You have an eye for character deformation and experience with character rigs and associated tools.
    a. 4/5 are here because we need someone to supplement our knowledge of rigging and character setup in respects to improving our workflows as well as actually doing rigging and setup.

  6. C# and/or C++ programming skills.
    a. These skills will be great to allow the candidate to dive in and help to improve the tools inside of our game engine as well. There is a lot of work to be done inside the engine on simple UI layouts to how the tools are used and displayed.

  7. 3D art skills and related knowledge.
    a. There is a lot of work being done here with 3D assets. The majority of the team he will be seated with are all 3D artist and need help with tools, scripts, workflows, and pipeline development. So understanding these things with practical knowledge is a must,

  8. Havok experience
    a. We are using Havok so knowing the pipelines and the details of how that affects art and what tools we might need to make that work more predictable is important.

  9. Understanding of console performance analysis a. We need a lot of help on perf and analysis both on tools and breaking that information down to the team in understandable artist friendly speak.

BONUS SKILLS
• C# and/or C++ programming skills.
• 3D art skills and related knowledge.
• Havok experience
• Understanding of console performance analysis