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Studio Overview
EA Create is a collective of content production teams partnering with EA Studios game teams to achieve outstanding visuals, audio and technology. Our teams comprise of accomplished artists, engineers, technicians, designers and development directors. Worldwide, we combine our teams to form a global group of extraordinary individuals fueled by imagination and a unified passion for creating amazing visuals, sound and experiences. We are a diverse team, creatively motivated through collaboration, culture and craft.
The Technical Art team combines creativity and imagination with technical expertise. They are the bridge between artists, engineers and designers responsible for data design and art production workflows.
What the Technical Artist will do:
While part of the art team, technical artists are a bridge between the artists, engineers, and designers. As a technical artist on Battlefield project, your main responsibilities are to create, maintain and optimize shaders. You will work with different crafts to oversee and achieve the visual requests of multiple maps. You are also expected to assume ownership over any rendering issues that arise on project and bring them to resolution. This will often include delegating experience and solutions to junior staff on the team. You can be from an Art, Design, Mathematics, Engineering or Computer Science background. However, you must demonstrate a comfort level in working with both art and science. You report to Technical Art Director for EA Create Shanghai.
Responsibilities
- Develop shaders to achieve visual requirement.
- Optimize shaders to meet performance budgets.
- Debug and identify rendering issues to design and implement solutions.
- Lead and mentor junior members to solve rendering requests and issues.
- Establish the best practice and standards of shader usages.
- Create documents for artists outlining art production needs, including in-game integration, 3rd party/in-house tools, and art asset critiques.
- Support for artists using EA pipeline, workflow, and tools.
Qualifications
- Minimum 3 Years of work experience as a shader TA
- Participate in more than one AAA games/movies
- English proficiency
- Experience with shader development (HLSL/Renderman or visual language such as shader graphs).
- Experience with rendering pipelines, 3d math, and performance profiling
- Knowledge of Game Production Pipeline and Workflows
- Knowledge of Game Development Engines such as Unreal 4 and Unity 3d
- Knowledge of Python scripting or Visual scripting
- Knowledge of DCC Tools such as Maya, Max, Zbrush, Substance Designer, and Painter
- Programming experience considered a bonus (C#, Python, Java, Javascript, SQL, Cg/HLSL shaders), as are traditional drawing, painting, or sculpting skills.
- Familiar with the latest asset creation techniques such as Modeling, Texturing, Animation, and Rigging.