Massive Entertainment is Looking For Expert Technical Artist
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
Krakow PL   27, May — 29, May
London GB   28, May — 31, May
Kyoto JP   1, Jun — 3, Jun
London GB   4, Jun — 6, Jun
Latest comments
by Trilo Byte
20 hours ago

If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.

by ariana pham
20 hours ago

play game happy wheels

by Kaji
1 days ago

Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)

Massive Entertainment is Looking For Expert Technical Artist
8 November, 2016
News
Members of Massive Entertainment are looking for an Expert Technical Artist to join their Tom Clancy’s The Division team. As a Technical Artist at Massive you will be pushing the visual quality and the tech behind it, while supporting the art team and its workflow and pipeline. You will frequently interact with other Technical artist, artist, level designers and programmers.

1370928595-the-division-2

This is a permanent position and will require relocation to Malmö, Sweden.

Responsibilities

  • Day-to-day Art and Tech team support
  • Help solve specific issues blocking production
  • Assist other team members in achieving their tasks more efficiently
  • Training of colleagues
  • Documentation of systems and art pipeline
  • Safeguard memory budgets for art assets
  • Performance optimization of art assets
  • Streaming set up and techniques for in engine assets

Qualifications

You as a person

At Massive, we’re a close and creative bunch who value good ideas and dedication to what we do. Be it programming, marketing, art, design or operational tasks. We trust in you to always wanting to reach the best quality within your area of expertise, and also believe that the best ideas can, and should, come from anywhere. Close bonds, openness and willingness to learn are central in our studio; you’ll be encouraged to dare to try new things and challenge the status quo, with all the support we can give you – that’s how we keep on breaking world records and delivering AAA-games.

Required skills and experience

  • Exceptional knowledge of 3DSMAX, Maya, Modo, ZBrush and Photoshop (preferable Modo or Maya)
  • Shipped at least 2 AAA title as a Senior/Expert Technical Artist
  • Strong experience with art asset optimization techniques
  • Experience with memory budgets and optimization
  • Used to working independently within a group environment
  • Ability to quickly learn new tools
  • Good understanding of the artist pipeline and workflow
  • Problem solving
  • Solid game engine knowledge
  • Experience Third Person open world game development
  • Artist background
  • Strong console experience (PS4/Xbox One)
  • Experience from in engine streaming techniques
  • Previous exposure to different areas of game content development – Environment Modeling, Animation, Visual Effects, Lighting, Cinematic, Characters, Scripting (Mel, python, max script), etc.

Bonus skills

  • You have spent a lot of time playing benchmark titles on both PC and Consoles.

Apply

 

Leave a Reply

avatar