Posted on: 17th January 2023
About the Studio
Join a AAA studio responsible for some of the most inspiring storytelling seen in the gaming industry in the last years. With multiple Game of the Year and BAFTA nominations endorsing its outstanding work, this studio not only collaborated with one of the most inclusive, thought-provoking video game series during the 2010s.
It is also doing joint work with one of the most legendary story-based studios on its brand revival and developing the first game that brings a cherished science-fiction property to the video game space.
The company continues to expand, looking for accomplished storytellers and inspirational team leaders to join its 100+ employee roster. Will you help shape the next classic story in gaming?
Responsibilities and Requirements
As a Character Technical Artist, you will collaborate with the Art Team and the Animation Directors to produce high-quality rigging and skinning, especially facial rigging. Feeling comfortable leaping into the unknown and solving new problems is a must, as well as thinking outside the box to overcome artistic challenges and technical limitations.
- Own the rigging and skinning process of characters and props to meet the needs of the Animation team
- Suggest and implement tools to produce outstanding results and incorporate them seamlessly into the existing pipeline
- Collaborate with the Animation team to implement control rigs that can facilitate and enhance their workflow
- Specify and bolster rigging pipelines and standards between Maya and Unreal Engine
- Liaise with the Art, Animation, Mocap, Tech and Production teams as needed
- Export all characters from Maya to Unreal Engine, ensuring the final result is compliant with the project’s specifications and artistic goals
- Help the Art team satisfy their technical needs by developing solutions to content creation issues in the pipeline
About You
- At least two years of experience in technical art or similar disciplines
- Worked on at least one shipped game within a technical art role
- Bachelor’s Degree in Art, Design, or Technical fields, or comparable training
- In-depth knowledge of Maya, as well as Python and scripting tools
- Experience creating and maintaining a facial rigging pipeline with the implementation of expressive blend shapes
Bonus skills would include:
- Prior experience with Mocap data
- Comprehensive knowledge of MGear
- Basic understanding of Vicon Shogun, Photoshop, Substance Painter, and/or ZBrush
- Proficiency in scripting and programming languages, e.g. ZScript, Javascript, or C++
- Previous experience in animation
- Interest and understanding of human anatomy and physiology
All applicants should also provide a link to their portfolio of work in the application.
Benefits and Perks
Although this is a fully remote role, it still has all the benefits you would expect in an on-location job.
- Competitive salary depending on experience
- Generous vacation time and paid parental leave
- Health insurance for you and your family at a low cost to you
- Dental and Vision insurance for you and your family at NO cost to you
- Life and Disability benefits at NO cost to you
- Optional Flexible Spending Account (including Healthcare and Limited Purpose),
- Dependent Care Account and Health Savings Account available
- Optional Supplemental Health and Life Insurance
- 401(k) Plan with an Employer Match
- Growth opportunities for your career
About Us
At Haptic, we know that people-first recruitment is fundamental to our success. We work closely with talented candidates and innovative studios to offer the best opportunities and build the most promising teams.
Operating on the belief that a studio’s strength comes from the team they build to bring their ideas to life, we are committed to assembling the most talented, diverse game makers.
As part of this pledge, whenever you apply for a job with us, one of our specialist recruiters will support you through each stage. From introductions and interviews to accepting an offer and submitting your resignation, we’re always here to help.
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