Senior Technical Artist - BigBox

5 Hours ago • 6-6 Years

About the job

SummaryBy Outscal

This role requires a skilled Technical Artist with 6+ years of experience in game development, proficient in Maya and Unity. You'll build tools and optimize workflows to accelerate art production. Experience in scripting (MEL, PyMEL, Python) and VFX pipeline development is essential.

You are an experienced and talented Technical Artist capable of tackling a wide variety of challenges within the art pipeline. You excel at building tools and accelerating pipelines for the art team. The ideal candidate will have an extensive knowledge of Maya and Unity and be well versed in modern technical art processes and standards. They should be excellent communicators and collaborative problem solvers driving down iteration time so artists can focus on creating the highest fidelity possible.

Senior Technical Artist - BigBox Responsibilities

  • Develop and maintain art production workflows and pipelines by creating tools, plugins, and scripts to aid artists, reduce pain points, and speed up iteration cycles.

  • Prototype features and tools to improve workflows using Unity 3D.

  • Maintain and adhere to a consistent art style and ensure technical requirements for assets are enforced.

  • Prepare and design character related systems for skeletons, rigs and ragdoll collision, maintain character rigs and provide rigging and animation pipeline support

  • Prepare and design systems for VFX, optimizing workflow and improving graphics fidelity.

  • Optimize environments and establish physics barriers.

  • Port finished art to the game engine, assisting in asset performance and validation.

  • Maintaining technical documentation.

Minimum Qualifications

  • 6+ years of experience working as a Technical Artist on at least one shipped title.

  • 2+ years of experience developing and maintaining tools and writing scripts within the Unity development environment.

  • Experienced creating scripts and plugins with MEL, PyMEL, or Python.

  • Working knowledge of Maya and Unity as well as Photoshop, Premier, and Substance.

  • Experienced structuring an appropriate VFX workflow/pipeline that fits our current production environment.

  • Experienced rigging and creating rigs for characters.

  • Knowledge of current and next-gen art techniques, and fundamental art principles.

  • Experienced delivering high-quality visuals while following memory and performance targets.

  • Experienced creating, evaluating, and improving PBR game materials and textures.

  • Experienced in pipelines for high and low-poly modeling, unwrapping, baking, texturing and material creation.

  • Understanding of graphics for rendering, modeling, texturing, shaders, rigging, animation, and lighting.

  • Experienced profiling in-game assets and guiding the team in optimization to ensure that art assets are performant and fit within their budgets for draw calls, poly counts, texture memory limits, without compromising visual quality.

Preferred Qualifications

  • Specialized experience in one or more of the following: VFX, Animation and Rigging, or Graphics and Shaders.

  • Experienced creating materials in Substance Designer.

  • Experienced with procedural content creation software like Houdini and Substance Suite.

  • Experienced in VR or Mobile pipelines.

For those who live in or expect to work from California if hired for this position, please click here for additional information.

About Meta

Meta builds technologies that help people connect, find communities, and grow businesses. When Facebook launched in 2004, it changed the way people connect. Apps like Messenger, Instagram and WhatsApp further empowered billions around the world. Now, Meta is moving beyond 2D screens toward immersive experiences like augmented and virtual reality to help build the next evolution in social technology. People who choose to build their careers by building with us at Meta help shape a future that will take us beyond what digital connection makes possible today—beyond the constraints of screens, the limits of distance, and even the rules of physics.

Meta is committed to providing reasonable support (called accommodations) in our recruiting processes for candidates with disabilities, long term conditions, mental health conditions or sincerely held religious beliefs, or who are neurodivergent or require pregnancy-related support. If you need support, please reach out to accommodations-ext@fb.com.

$153,000/year to $212,000/year + bonus + equity + benefits

Individual compensation is determined by skills, qualifications, experience, and location. Compensation details listed in this posting reflect the base hourly rate, monthly rate, or annual salary only, and do not include bonus, equity or sales incentives, if applicable. In addition to base compensation, Meta offers benefits. Learn more about benefits at Meta.

$153.0K - $212.0K/yr (Outscal est.)
$182.5K/yr avg.
Seattle, Washington, United States

About The Company

The Oculus team at Facebook lets people experience anything, anywhere, with anyone through world-class VR hardware and software. With global departments dedicated to VR research, computer vision, haptics, social interaction, and more, Oculus is committed to driving the state of the art forward through relentless innovation. 

The Oculus suite of hardware currently includes: Rift, our high-end PC VR headset; Touch controllers, to bring your hands into virtual reality; and Gear VR, to bring the magic with you wherever you are—all powered by the Oculus Platform. Since being founded in 2012—and furthered through our acquisition by Facebook in 2014—Oculus has grown from the idea of a single headset to multiple headsets, a powerful platform, and a thriving ecosystem. 

Our developer community has built nearly a thousand games, apps, and experiences, all available on the Oculus Store. As we continue to grow the possibilities of the technology, we’re partnering with communities and nonprofits from around the world to drive social change and foster a positive impact. VR’s potential to connect the world is immense—and we’re just getting started.

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