Technical Artist: Terrain

Rockstar Games

Technical Artist: Terrain

Salary Not Specified

Rockstar Games, Leeds

  • Full time
  • Permanent
  • Onsite working

Posted 2 weeks ago, 28 Aug | Get your application in now before you miss out!

Closing date: Closing date not specified

job Ref: 862c1c4650594681828b6297678a2d7b

Full Job Description

Become part of a team working on some of the most rewarding, large-scale creative projects to be found in any entertainment medium - all within an inclusive, highly-motivated environment where you can learn and collaborate with some of the most talented people in the industry.
Rockstar Leeds is on the lookout for an experienced Technical Artist who possess a passion for Technical Art to help develop and support our titles.
This is a full-time, permanent and in-office position based in Rockstars unique game development studio in the heart of Leeds.
WHAT WE DO

Bring innovation and resolution to technical problems and challenges throughout Art - from content creation through to the game (across multiple platforms).
Create and maintain tools and pipelines that improve our Art workflows.
Provide general support for an ever-growing Art team and document/share solutions/knowledge with the wider team.
Proactively use knowledge and experience to identify and solve problems before they affect the Art team and our projects.
Work closely with fellow Technical Artists as part of a global team working on interconnected tools and systems.
Collaborate and communicate with other departments (aside from the Art department) such as Tools and Runtime (Engine) teams., This is an Environment Technical Artist role. Relating to interior or exterior art support. The candidate could potentially be involved in a wide variety of technical tasks related to Environment Art.

Note: This not a regular Artist position so the candidate won't be doing any creation of artwork.

Create tools within Houdini/Substance/Maya/Blender.
Create advanced Houdini HDAs to help with procedural creation of artwork where possible.
Create, extend and modify metadata definitions in support of configuration and processes.
Work with Runtime and Art teams to push engine features which improve our Art processes within the constraints of the platforms we are targeting.

A relevant degree or professional experience in the game industry as a Technical Artist or similar/related position from industries such as Film/VFX.
In the absence of the above; videos or an online portfolio with relevant examples of your work will be required so we can assess your skill set.

SKILLS

Strong coding/scripting skills.

Note: Candidate may be asked to complete a code test.

Ability to write tools within DCC packages or standalone.
Understanding of using DCC packages for authoring game Art.
Keen diagnostic skills to analyse problems and identify solutions.
Comfortable coding in modern IDEs and debugging.
Strong communication, self-management, and organizational skills.
Ability to work within a schedule and deliver effectively to deadlines., Professional experience developing pipelines and/or tools in Games/Films/VFX is highly advantageous.
Experience creating scripts/tools for 3DS Max, Houdini, Maya, Blender or Substance is highly advantageous.
Experience creating tools within 3DS Max in Maxscript and C#/WPF.
Experience writing standalone tools/systems (in C#/WPF or Python/QT) and integrate them with our Art pipeline.
Experience with C# and .NET Core/Framework is highly advantageous.
Experience with Python (standalone or within the context of a relevant DCC) is highly advantageous.
Experience working with WPF, XAML, and the MVVM pattern.
Experience with QT (PySide/PyQt or C++) and Model/View pattern.
Experience programming C++ plugins 3DS Max, Houdini or similar DCCs for Art.
Experience using source control software (i.e. Perforce, Git) and working on a code base collaboratively.
Professional experience as an Artist in games (although this is not an Artist role).
Experience using other game engines (e.g. Unreal/Unity or proprietary tech).
Experience with NoSql (MongoDB/Elastic) or relational/Sql databases.
Professional experience working and developing in a multi-platform, multi-project environment.
Professional experience working in a large team spread across multiple locations and timezones.