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Technical Artist (Pipeline)
1 year ago
With a passion to deliver high-end cinematic games, Supermassive Games is carving a unique and exciting path in the games industry. Want to join us on the journey?
Supermassive Games are looking for a highly talented and experienced Technical Artist (Pipeline) to play a key role in the studio.
The primary role of this position is to help guide and develop the Art content production pipelines. This includes developing our internal toolsets and workflows to enable Artists to meet a high visual quality in addition to attaining our performance targets.
Responsibilities:
- Working closely and pro-actively with the various Art and Tech Art teams in the studio to help support and improve their workflows and processes.
- Plan and develop new tools to enable new or improved results for asset creation.
- Iterate on existing tools and workflows to improve their usability or efficiency.
- Provide documentation for the tools that are developed.
- Keep up to date with new asset creation techniques and identify industry trends/best practices.
- Be the point of contact between team members to drive cross-department collaboration.
Requirements
Experience:
- At least 3 years of experience as a technical artist or related art role, working on at least one AAA title.
- A strong portfolio of Art Tools, created to optimise and improve Art Workflows.
- Good knowledge of Unreal Engine is essential.
- Experience of 3D modelling, and artist workflows including texturing.
Technical Skills/Knowledge:
- Solid Python scripting knowledge.
- Ability to plan code architecture for maintainability and extensibility.
- Unreal Engine scripting knowledge, Blueprint or Python.
- An understanding of Game Art principles and techniques.
- Strong understanding of Maya or equivalent DCC package.
Additional Experience:
- The following would be an advantage:
- Exposure to C++/C#
- Good understanding of 3D math.
- Knowledge of Houdini & procedural content creation.
- Experience with Substance Designer & Painter.
- Knowledge of related DCC software, such as ZBrush.
Benefits
Why join us?
- We make big games with small teams - you will play a full and active role
- Challenging and rewarding projects as standard
- 25 days annual leave
- Private health insurance
- Pension
- Life assurance x6 time annual salary
- Quarterly profit related bonus scheme
- Social events - including large summer party
- Constantly improving tools and workflow so you can focus on creativity
- Fast decision-making allows good ideas to flourish
- We celebrate and nurture talent
- Our supportive, inclusive and friendly team culture is something we are proud of
- Work-life balance is something we respect and protect
- Ultimately, you’ll work on the cutting edge - making innovative and immersive games
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