Descrição da Função :
Must have UE4 AA-AAA game development exp. with at least one 1 shipped title as a Technical Artist.
Must be able to provide a portfolio that demonstrates relevant skills and tools developed.
Be responsible for developing tools that empower and enable the creators to iterate quickly and to develop world-class content.
Collaborate and communicate with Artists, Animators, Designers, and Engineers to help maintain our world-class solutions and workflows.
Fulltime, 100% Remote position. We are an Unreal studio.
Best-in-class benefits & work flexibility.
Reports to : Lead Tech Artist
Collaborate with the other Technical Artists, Artists, Animators, Designers and Engineers to develop, test, and maintain the tools we use for game development.
Be accountable for the stability and performance of the tools, plugins, and custom scripts developed for the talented creators at TLM.
Proactively seek out solutions for the various problems encountered in game development and in asset creation.
Contribute to the evaluation, adaptation, and training of new tools and workflows that empower the creatives.
Be fully committed to the supporting roles and responsibilities as a Technical Artist; execute at a high-level of professionalism and proficiency.
Be able to present possible solutions for any given problem that you are being asked to solve.
Function as an integral member of a cross-disciplinary team to enhance capabilities and capacities of the team.
Be a key contributor to the on-going efforts in optimization and integration of game assets and systems.
Bachelor's Degree or 5 years of experience in game development.
Minimum of 3 years as a Technical Artist in game development using UE4; with at least 1 shipped UE4 title.
Comprehensive knowledge of modeling, texturing, shading, rigging, animation, lighting, and rendering principles and fundamentals.
Expert knowledge of Python, with proficiencies in C++ and / or C#.
Expertise in at least one DCC package. Maya or Blender is preferred.
Deep knowledge of current best practices in DCC tools development for games.
Experience with optimizing and balancing performance of PC titles and console ports.
Solid understanding of at least one of the following :
Creature / Character rigging; locomotion systems.
Vehicle Rigging; vehicle dynamic systems.
Environmental Destruction; procedural systems.
Lighting and Shading Models; render systems.
Nice to have :
Experience building shader and material libraries.
Desire and ability to mentor / train others.
Experience building optimization / profiling tools and workflows.