Jobs: Character Shading TD at Naughty Dog
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Latest comments

We should talk more about this, all of us... I work multiple jobs in gaming and entertainment in general so I burn out once or twice a year and I need months to recover. Screw that.

by Pawel Stolecki
10 hours ago

That's really neat tool to have,leads me to dig dipper into pixel proccesor. Great job

by testure
16 hours ago

@alex if i had to guess, they just finished two back-to-back AAA games in the same franchise and some people are seeing it as a good time to transition without burning bridges? aka business as usual?

Jobs: Character Shading TD at Naughty Dog
23 June, 2017
Art / animation

Character Shading TD for Naughty Dog.

Salary: not mentioned
Company: Naughty Dog
Location: USA,
Position type: Full-time
Remote job: no
Relocation Assistance: no
Responsibilities

-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

Requirements

-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

Offer
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