Lead Character Artist at Ubisoft Quebec
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Latest comments
by Nils Arenz
8 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

by Anthony Thomas Gaines
11 hours ago

Is this not like gear VR or anything else

by Starkemis
13 hours ago

Thank you!

Lead Character Artist at Ubisoft Quebec
10 October, 2018
Art / animation

The team is looking for a highly talented, motivated, and experienced Lead Character Artist for a AAA project based in their Quebec-city studio. 

Salary: not mentioned
Company: Ubisoft Quebec
Location: Canada, Quebec
Position type: Full-time
Remote job: no
Relocation Assistance: yes
Responsibilities
  • Leading the development of high-quality AAA characters
  • Creation and maintenance of a prospering art culture and technical guidance within the Character Art Team, through training, mentoring, and reviewing assets for quality
  • Ensuring a productive internal workflow and beneficial relationships with external partners
  • Prioritizing and managing the Character Art Team’s tasks to ensure that deliverables are completed on time and to specifications through stand-ups and synchronization meetings to communicate vision and needs with other teams
  • Organizing work and backlog using project management/ planning tools i.e. Jira
  • Working together with producers, leads, directors and external teams to push project quality
  • Balancing quality and efficiency of character work to reach the best results within given time frames
Requirements
  • 8+ years game industry production experience, 3+ years in a lead role
  • Multiple shipped AAA titles, with at least one in a Lead role
  • Working knowledge of Zbrush, 3ds Max, Maya, Adobe Photoshop CC, and/or other modeling, rigging, material and texture creation tools
  • Knowledge of additional software such as Substance Painter and Designer, Marvelous Designer
  • Physically based rendering expertise
  • Experience with next-gen game development
Offer
Apply

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