Senior Technical Artist at Ubisoft Leamington
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by Nils Arenz
7 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
10 hours ago

Is this not like gear VR or anything else

by Starkemis
12 hours ago

Thank you!

Senior Technical Artist at Ubisoft Leamington
25 September, 2018
Art / animation

As a senior member of the technical art team, you will be working to design, create, and extend the art pipeline and development experience which brings the team's games to life.

Salary: not mentioned
Location: UK, Royal Leamington Spa
Position type: Full-time
Remote job: no
Relocation Assistance: yes
Responsibilities
  • Develop tools to improve art asset management and art pipeline efficiencies 
  • Coordinate with other tech artists to provide consistent, high quality, team support 
  • Oversight of art content pipeline, from tools all the way into the game 
  • Support and educate artists and engineers in the use of the art pipeline and user-facing engine tools 
  • Provide hands-on support to artists and engineers in regard to asset performance and validation 
  • Collaborate with partner studios to share technology and best practices 
  • Review creative process and identify opportunities for tool improvements 
  • Develop tools with an eye towards usability and efficiency 
  • Solve challenging technical issues in the art asset pipeline 
  • Collaborate with engineers to diagnose and resolve in-game problems 
  • Document pipeline and tools development processes
  • Inspire and empower the art team to optimize their processes 
Requirements
  • Substantial working experience in the video game industry
  • Shipped multiple titles as a Technical Artist
  • Experienced developing custom tools for Digital Content Creation tools (Maya, Max, Photoshop, etc)
  • Excellent verbal and written communication skills
  • Expert knowledge of at least one game tech art area: 3D Modeling, Animation, Shaders/Materials, VFX
  • Strong art creation skills in your area of expertise
  • Conversant in all areas of game technical art
  • Extensive understanding of the performance implications of game art asset creation
Offer
Apply

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