KOKKU ART DIVISION

The Technical Artist is responsible for supporting Environmental Art, Level Building, Shader material creation, performance and optimization of Unreal levels and assets, creating tools that improve the production’s workflow.  He/she works in close collaboration with the artist to ensure that there are no technical problems met, or hindering of the work of other team members.

 

Job Responsibilities

  • Support the development of base materials in substance designer.
  • Propose, architect, and implement pipeline improvement strategies for each project and for the studio to help streamline content creation.
  • Drive performance and optimization efforts on all content.
  • Develop tools and view modes in Unreal to help isolate common performance issues related to draw calls, shader complexity, RCA’s, etc.

 

Experience

  • Experience with PBR
  • Experience building materials in Substance Designer/Painter
  • Experience with scripting languages and python for Maya, Substance, etc.
  • Experience with performance tools in Unreal and on multiple platforms.
  • An understanding of balancing draw calls against cpu and gpu usage.
  • Experience building pipeline tools for Unreal, Maya.  Automation is key.
  • Experience with lighting models for pre-rendered, and in-game Rendering (Unreal).
  • Experience with troubleshooting VFX and particle systems.
  • Strong knowledge of current 3D graphics techniques.
  • Strong knowledge of particle systems, environmental effects, cloth simulations, lighting, and dynamics.
  • High proficiency in technical problem solving.
  • Experience working with performance and optimization on Console a plus.
  • Houdini experience is a plus.

For now, send your information to rh@kokku.com.br.