Based on an understanding of the project's worldview, the art director's direction, and the game engine's vegetation rendering methods, we create and optimize vegetation elements that constitute world quality.
Responsibilities:
- Vegetation (Natural Objects) Creation: Creates reusable, modular vegetation models—trees, grass, shrubs, ground objects—that fit the game's world and environment.
- Vegetation Layout within the World: Places vegetation alongside terrain and structures in collaboration with level artists, accounting for movement paths and sightlines.
- Utilization of Engine-Based Vegetation Systems: Applies the engine's vegetation systems to balance visual quality with performance across the world.
- Optimization and Maintenance: Manages vegetation density, polygon count, and draw calls for performance, and resolves vegetation issues from updates.
We are looking for someone with these capabilities (required):
- Minimum 5 years experience.
- Proficient in SpeedTree and sculpting tools (ZBrush, etc.).
- Experience with Unreal Engine 5.
- Proficient in 3ds Max.
- Strong communication skills for seamless collaboration.