Technical Artist at Coco Studios in the Bay Area

Job Description
This full-time team member will be responsible for Maya character rigging, export pipeline and supporting runtime interactions in the Unity3D game engine for an unannounced multiplayer game. We’re looking for a veteran tech-art generalist that can implement any aspect of animation setup but also contribute to technical solutions and strategies in related areas of the production.

[ul]
[li] Rapidly create production ready Maya body and facial rigs for cartoony human characters and with runtime tech constraints
[/li][li] Implement and optimize a simple set of rigging & export tools for character animation pipeline. Off-the-shelf tools can be used as starting points and then customized to meet production requirements.
[/li][li] Interface with in-game engineers to assist with animation triggering, character controls and character interactions. Outline and prototype in-game setups for engineers to implement
[/li][li] Support a small library of in-game gestures, actions, and locomotions, and assist in creating animations which will interact with runtime game code
[/li][li] Have working, documented, expandable pipeline in place.
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Essential Skills and Experience

[ul]

[li] Understanding of traditional animation and thorough familiarity with animation keyframing process
[/li][li] Knowledge of character anatomy, locomotion, body language & facial emotions
[/li][li] Animation transfer and retargeting, runtime deformations
[/li][li] Experienced in advanced tool scripting using Melscript, Python and runtime scripting languages
[/li][li] Understanding of character joint budgets, memory limitations, and console game development constraints
[/li][li] Beginning to intermediate knowledge of SVN for production assets.
[/li][li] Excellent communication, organizational and interpersonal skills
[/li][li] Initiative to share your knowledge with other team members
[/li][li] Work comfortably and efficiently under tight time constraints
[/li][/ul]
Preferred Skills and Experience

[ul]
[li] Demonstrate examples of solidly performing, easy to implement, advanced deformations such as pose space deformations, or silhouette control in realtime
[/li][li] Knowledge of Unity3D scripting and game authoring.
[/li][li] Building and scripting runtime effects, particles, post rendering and procedural animation
[/li][li] Experience with game engines and realtime animation middleware Modelling skills
[/li][li] Knowledge of technical solutions for variable proportion rigs
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