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Principal Technical Artist

Posted 2024-10-18

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šŸ’Ž Seniority level: Principal, 5+ years

šŸ“ Location: United States

šŸ” Industry: Video games

šŸ¢ Company: T-Minus Zero

ā³ Experience: 5+ years

šŸŖ„ Skills: LeadershipPythonGame DevelopmentCross-functional Team LeadershipUnreal engineCommunication SkillsCollaboration

Requirements:
  • 5+ years of experience in a technical artist role with a focus on rigging within the game industry and at least one shipped AAA title.
  • Proficient scripting/programming skills in Python.
  • Proven experience with Unreal Engine, including Control Rig, post-animation Blueprints, IK setup, and secondary deformation.
  • Experience developing and working with mo-cap pipelines and software such as MotionBuilder and animation retargeting in Unreal Engine.
  • Excellent problem-solving skills and the ability to work in a self-directed manner, plus a willingness to jump into the unknown and solve new problems; the ability to think creatively to resolve technical challenges and limitations.
  • Strong communication skills and the ability to work effectively in a team environment.
Responsibilities:
  • Develop tools for creating complex rigs and the rigs themselves for characters, creatures, and weapons in various DCC software.
  • Help to develop and maintain scripted rigging modules to meet the needs and standards of the animation team.
  • Delivery of in-game physics assets for ragdolls, secondary animation, hair, and cloth.
  • Partner with the Lead Tech Artist, artists, and engineers to develop and refine the art production pipeline and workflow best practices.
  • Develop and maintain tools and scripts to streamline art processes and improve team efficiency and empower creativity.
  • Ability to effectively communicate, collaborate, and be a liaison with design, engineering, and production teams to execute on tasks within the technical constraints of the project.
  • Train and support artists on new tools and techniques and create documentation.
  • Troubleshoot and solve technical issues related to animation and rigging from DCC to in-engine.
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