Lead VFX Artist at Massive
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
7 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
8 hours ago

play game happy wheels

by Kaji
12 hours 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)

Lead VFX Artist at Massive
30 January, 2019
Art / animation

The team is looking for a passionate lead VFX Artist to join them in the development of Tom Clancy's The Division 2.

Salary: not mentioned
Location: Sweden, Malmö
Position type: Full-time
Remote job: no
Relocation Assistance: yes
Responsibilities
  • Using available tools (particle systems, modelling, texturing, etc.) to lead the development of visual effects that clearly communicate gameplay and immerses the player in the world
  • Taking visual effects from conception phase all the way to delivery, creating all the content needed for each step of the process, always having tech art in mind
  • Identifying solutions to continuously improve on quality and performance, whether it involves an exciting new technology or how to communicate a new gameplay design
  • Actively communicating and share ideas, giving and receiving feedback on VFX and consistency within the game universe as a whole
  • Optimizing and modify visual effects to match budget and ensure they remain of high quality
  • Being the driver of creation and maintenance of a prospering art culture within the VFX team
  • Ensuring a productive internal workflow and beneficial relationships with external partners
  • Prioritizing and manage the internal and external VFX artists’ tasks to ensure organization and prioritization using project management/planning tools i.e Jira
  • Working together with producers, leads, directors and other teams to push project quality
  • Balancing quality and efficiency of owns and teams work to reach the best results within given time frames
  • Managing the Human Resources in your team by i.e.having reoccurring performance feedback sessions as well as salary reviews
Requirements
  • 5+ years’ experience of visual effects and technical art for games on console and PC, whereas at least 3 of them as a mentor/lead/manager or equivalent ideally with at least one AAA title shipped
  • Knowledge of particle systems, shaders and procedural animation
  • Understanding of node based tools/engines and/or programming/scripting
  • Experience with VFX editors and real-time particle systems
  • Working knowledge of Maya, 3DSMAX and/or other commercial 3D authoring packages
  • Experience with Houdini
  • Experience as an animator, modeler and/or texture artist is a bonus
  • Additional experience from the movie industry or similar is considered a benefit
  • Experience with outsourcing and co-development is a bonus
Offer
Apply

Leave a Reply

avatar
Related articles