Senior Technical Artist at Blizzard
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Latest comments
by Nils Arenz
2 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
6 hours ago

Is this not like gear VR or anything else

by Starkemis
7 hours ago

Thank you!

Senior Technical Artist at Blizzard
9 August, 2018
Art / animation

Work closely with Artists, Engineers, and other Technical Artists to both find day-to-day improvements and achieve long-term goals.

Salary: not mentioned
Company: Blizzard
Location: United States, Irvine
Position type: Full-time
Remote job: no
Relocation Assistance: yes
  • Conceptualize, craft, implement, and improve tools
  • Communicate across departments (including Engineering and Production)
  • Vision to improve art tools and process for the future
  • Work closely alongside other Artists to understand and support their needs
  • Identify bottlenecks and help avoid or address those with the art pipeline
  • 10+ years of experience in game development building art tools for various departments outside of animation/rigging.
  • Advanced knowledge in Python is preferred with experience in translating Maxscript/Mel
  • Knowledge of content creation software, especially 3ds Max, Maya, and Photoshop
  • High-skill level of at least one set of Technical Art roles and responsibilities, and understanding of all domains related to Technical Art
  • Good communications skills, a phenomenal team-player attitude, and willing to dive deep into anything necessary.

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