Technical Art positions opening soon @ Ubisoft San Francisco

Hi everyone,

I’ve not officially gotten these up via HR yet, but i wanted to let everyone know that I’m going to be staffing up a few Tech Art positions here at Ubisoft Studio SF. I’m moving over into more of a full-time lead/art leadership role, and as we grow the studio, me dedicating ~35% of my time to Tech Art isn’t going to work out.

We’ve built a foundation over the last few years (Rocksmith!), and now we’re growing and expanding with some pretty exciting things coming up. Platform-wise, we’re looking at PS4/XB1/PC.

I’ll have full-on officially official job postings up soon, but here’s a quick rundown:

Technical Artist

  • ownership of the content pipeline, from DCC tools on into the game
  • we’re using some pretty cutting-edge internal tech; I want someone in love with the idea of taking that and doing new and amazing things with it
  • tools! python!
  • performance, optimization, best practices
  • et cetera

Technical Animator/Character TA

  • ownership of character rigs/pipeline
    – specifically I’m looking for someone with a passion for building powerful, flexible, and intuitive rigs for the animators
  • defining/owning workflow/best practices for animation/rigging/etc
  • mocap/physics-driven animation/etc
  • I’m anticipating a lot of part-swapping/highly-customizable characters

I need people who have shipped multiple higher-end (I hate the term AAA) console/PC games. Specifically, I’m looking for the experience that comes with supporting pipelines/teams working in that type of environment. We’ll most likely have some off-site/outsourced/contract artists as well, so some amount of your time would be spent dealing with that (pipeline/workflow-wise).

We’re a small, very tight-knit group here at Studio SF. I’m looking for people that can come in and make us better. We don’t do the “400 people across three continents worked on this” type of projects – we work smart, lean, and everyone pitches in where they can.

Like I said, these aren’t officially up yet, but I wanted to let the community know first.

Thanks!

-abm

Thanks for the information. Keep us up to date!

I graduate with my bachelors from FullSail’s Computer Animation this June and am excited to get out there and begin working. Thanks so much again for sharing and keeping us all informed. Good luck with your search. I wished I was ready to join your family.

Thanks :).

Sean

[QUOTE=abMurray;23762]Hi everyone,

I’ve not officially gotten these up via HR yet, but i wanted to let everyone know that I’m going to be staffing up a few Tech Art positions here at Ubisoft Studio SF. I’m moving over into more of a full-time lead/art leadership role, and as we grow the studio, me dedicating ~35% of my time to Tech Art isn’t going to work out.

We’ve built a foundation over the last few years (Rocksmith!), and now we’re growing and expanding with some pretty exciting things coming up. Platform-wise, we’re looking at PS4/XB1/PC.

I’ll have full-on officially official job postings up soon, but here’s a quick rundown:

Technical Artist

  • ownership of the content pipeline, from DCC tools on into the game
  • we’re using some pretty cutting-edge internal tech; I want someone in love with the idea of taking that and doing new and amazing things with it
  • tools! python!
  • performance, optimization, best practices
  • et cetera

Technical Animator/Character TA

  • ownership of character rigs/pipeline
    – specifically I’m looking for someone with a passion for building powerful, flexible, and intuitive rigs for the animators
  • defining/owning workflow/best practices for animation/rigging/etc
  • mocap/physics-driven animation/etc
  • I’m anticipating a lot of part-swapping/highly-customizable characters

I need people who have shipped multiple higher-end (I hate the term AAA) console/PC games. Specifically, I’m looking for the experience that comes with supporting pipelines/teams working in that type of environment. We’ll most likely have some off-site/outsourced/contract artists as well, so some amount of your time would be spent dealing with that (pipeline/workflow-wise).

We’re a small, very tight-knit group here at Studio SF. I’m looking for people that can come in and make us better. We don’t do the “400 people across three continents worked on this” type of projects – we work smart, lean, and everyone pitches in where they can.

Like I said, these aren’t officially up yet, but I wanted to let the community know first.

Thanks!

-abm[/QUOTE]

bump! Hopefully these will go up on ubi.com tomorrow.

I would consider these positions to be officially OPEN.

PM me if you’re interested (or know anyone who might be), or have questions.

If you’re local, and interested, or just would like to chatchit about opportunities or anything else, hit me up. We’ll get coffee or a burrito.

Thanks again,
-abm