Trying to steal Vray's thunder.
I'm gonna wait for Steam version
Character Shading TD for Naughty Dog.
-Develop the look of skin, fabric, hair, eyes, leather, metal, blood, grime, and anything else that can appear on a character
-Use a range of techniques, including modifying shading models, texture painting, and procedural generation
-Improve the shading code for existing material types (like skin or fabric), and develop new techniques to render special-case materials or advanced effects
-Create user interfaces that allow artists to easily tune parameters for common material types
-Work closely with artists and the engineering team to develop more advanced rendering techniques to improve content creation tools
-Support the character team in debugging issues with the game, tools, etc.
-Help drive framerate and memory optimization of character art
-Automate and streamline art production pipelines
-Additional responsibilities may be assigned as needed
-An advanced knowledge of character shading, lighting, and material response
-A keen eye for color, texture painting, and the subtle differences between materials
-Up-to-date knowledge of real-time rendering technology
-Good problem solving abilities and creativity with shading algorithms
-Candidates should be able to work with minimal input and be comfortable working in a team environment
-Programming experience is a plus – particularly in shading languages (hlsl, glsl, or node-based shader editors)
-Experience with real-time game engines is also preferred (Unreal, Unity, in-house engines, etc.)
-Experience with ZBrush, Substance Designer, and/or Substance Painter is also a plus