Associate Technical Artist

10 Months ago • All levels • Technical Art • $69,696 PA - $96,000 PA

Job Summary

Job Description

Technical Artist with strong Maya experience to develop pipelines, tools, and troubleshoot technical problems. Collaborate with artists, designers, and engineers.
Must have:
  • Maya Experience
  • Technical Problem
  • Troubleshooting
  • Pipeline Development
Good to have:
  • MEL/Python Scripting
  • Rigging/Skinning
  • Game Development
  • Tool Development
Perks:
  • Paid Time Off
  • Medical/Dental/Vision

Job Details

Job Advertisement:
Founded in 2010 by the original creators of the Call of Duty Franchise, Respawn was created with the philosophy that when talented people have creative freedom, they’ll make extraordinary games that achieve the unexpected. From our roots as an indie studio to joining the expansive roster of studios at Electronic Arts, this remains our guiding principle. We truly love what we do and want to share our passion with players worldwide.

Our shipped titles include critically acclaimed multi-platform games Apex Legends, Titanfall, Titanfall 2, Star Wars™ Jedi: Fallen Order and Medal of Honor: Above and Beyond.

Join us for the opportunity to create groundbreaking games with some of the best developer talent in the industry.

We’re looking for a passionate Associate Technical Artist who will balance both technical and creative needs to support the team’s goals of creating amazing animations, art, and gameplay. We’re picturing someone who is passionate about building tools and rigs, ensuring an efficient pipeline, and supporting the efforts of all development departments beyond just animation.What’s it like to be a Technical Artist at Respawn?

- Day to Day - Our Technical Artists are responsible for developing pipelines/tools/processes, R&D, troubleshooting technical problems, MEL/Python scripting in Maya, rigging and skinning props, and are always seeking to raise the quality bar, develop solutions, and streamline processes.

- Independence - Our Technical Artists have the opportunity to do their best work under the support of leadership but without micromanagement. Once you are up to speed, there is a lot of opportunity to bring new ideas to the table and freedom to make improvements where processes could be better.

- Impact - The Technical Artist team is a “glue” department that has a big impact on the performance and efficiency of others, including but not limited to the animation and environment teams. They are constantly helping solve problems by collaborating with animation, environments, VFX, design, and at times engineering as well. Our Technical Art team is passionate about learning, inspiring, solving problems, and providing support to help others to do their best work. They have a direct impact on helping achieve the goals of believable animations and immersive gameplay that feels great.

- Progress - The Technical Art team is engaged with evolving our pipelines, tools, and techniques. They seek ways to make improvements and are always looking to advance our technology and help take our team to the next level. You will have a voice regarding how we can do things better.

- Values - Our art and engineering teams are aligned on their values. They share their inspiration, knowledge, and passion with the others in their department. They aspire to treat everything they work on as a personal masterpiece. They play the game and are encouraged to speak up if they see anything that is not up to our high standards. They put their time and passion into what will have the biggest payoff for both developers and players. Our leads also make a lot of effort to ensure that their team members work on assignments they are excited about.

- Ownership - Our teams are small and everyone has a lot of ownership over their work. As a Technical Artist you will have the opportunity to own your work from conceptualization to shipping. As part of a small team you will have the opportunity to shine here.What do we look for in Technical Artist candidates?- You’ve Made Stuff You Are Proud Of - What we’d love to see in your portfolio is work that you developed yourself from concept to finish - ideally that you've used to enable someone else that you can share.

- Technical Chops - We count on our technical artists to troubleshoot technical problems and to keep abreast of the latest relevant advancements in the industry. Ideally you have extensive experience with at least one area of specialty under your belt and can bring your valuable knowledge to the table.

- A Keen Eye - Our tech artists need to have a sense for detail. The wider team relies on us to identify opportunity for improvement and for that we've got to be able to see it ourselves.

- A Spirit for Collaboration - As mentioned above, our tech art department provides glue that holds it all together. We look for people who love to support the efforts of others by helping make their work lives easier and ensuring they can deliver high quality work in game.

- Passion - We look for technical artists who are highly passionate. Our techart team is constantly sharing knowledge and working to raise the quality bar. No one is phoning it in here – our team members love what they do and it shows in their work.

  • Potential Over Experience – We value talent over years of experience. Experience counts, but potential is important too. We look for talented, highly motivated people who have a knack for hands on technical development, but who also balance their drive to make cool stuff with the understanding of what is highest priority for the team members and the game.

  • Teamwork – Positivity and a great attitude help to fuel greatness. The ability to accept feedback and critiques will help you tailor your work towards what’s best for the game. Making games is a group effort and you will collaborate closely with other departments. Teamwork is very important to our success.Ideally, you also will have...

Relevant software package experience such as Maya.

Experience working with artists, designers and engineers.

Examples of rigging, tech art, and tools pipeline via school projects and/or work experience



US COMPENSATION AND BENEFITS

The hourly pay ranges listed below are for the defined geographic market pay zones in these states. If you reside outside of these locations, a recruiter will advise on the hourly pay range for your specific location.

EA has listed the hourly pay ranges it in good faith expects to pay applicants for this role in the locations listed, as of the time of this posting. Salary offered will be determined based on numerous relevant business and candidate factors including, for example, education, qualifications, certifications, experience, skills, geographic location, and business or organizational needs.

HOURLY PAY RANGES

  • California (depending on location e.g. Los Angeles vs. Sacramento):
º $42 - $60 USD Hourly

The hourly rate is just one part of the overall compensation at EA. We also offer a package of benefits including paid time off (3 weeks per year to start), 80 hours per year of sick time, 16 paid company holidays per year, 10 weeks paid time off to bond with baby, medical/dental/vision insurance, life insurance, disability insurance, and 401(k) to regular full-time employees.

We are a global team of creators, storytellers, technologists, experience originators, innovators and so much more. We believe amazing games and experiences start with teams as diverse as the players and communities we serve. At Electronic Arts, the only limit is your imagination.

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