A Technical Artist is responsible for creating production tools that support the game art and artists. The role requires an individual with an artistic eye who can bridge the gap between the Engineering and Creative teams. He reports directly to the Art Director.
RESPONSIBILITIES:
The primary responsibilities for a Technical Artist include:
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[li]Developing and streamlining tools using MaxScript, LUA and sometimes C/C++ in support of a pipeline or feature for lighting, environment, character, or VFX artists.[/li][li]Creating and optimizing shaders for the game.[/li][li]Assisting artists in optimizing memory and performance in the game.[/li][li]Advancing a strategic vision for the entire project in conjunction with the Leads and Directors.[/li][li]Enhancing communication between art and engineering teams.[/li][li]Tracking the efficiency of asset pipelines and processes throughout the life of the project, identifying bottlenecks and providing solutions where necessary.[/li][li]Providing documentation and training other team members in asset production pipelines, tool usage, and best practices.[/li][li]Working with the Art Director and Producer to develop task time estimates and task definitions.[/li][li]Collaborating and coordinating with other team Leads and Directors to develop creative methods and solid solutions for the asset pipelines.[/li][li]Working with all team members to support an agile development approach which is conducive to the overall processes of the company.[/li][/ul]
REQUIREMENTS:
A Technical Artist should possess strong skills in art asset creation and technical tool development. He should have excellent communication skills, both oral and written. A Technical Artist is expected to be self driven, and should be able to advance the artistic vision for the company’s gaming products.
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[li]Minimum 2 years industry experience.[/li][li]Must have shipped a AAA PC or console title as a Technical Artist.[/li][li]BFA and/or CS degree or equivalent education.[/li][li]Solid knowledge of 3DSMax, Photoshop, Zbrush and 3D engines in general.[/li][li]Advanced understanding of HLSL or Cg from a technical artist’s perspective.[/li][li]Advanced knowledge of MaxScript and LUA and a level editor like CryEngine, Unreal or equivalent.[/li][/ul]
All resumes must be accompanied by a portfolio submission which includes samples of work (finished artwork, animation reel, concept sketches, etc.) in a digital format such as a website, online album or blog. Please provide detailed info about each sample submitted, including software used, length of time to complete, and, if the piece was a collaborative effort, which elements you created. Candidates may be required to submit an art test.
Please email your submission to recruiting@xaviant.com