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Technical Artist

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Our team is impacting the world in the AR and VR space. How often can you say that your work will revolutionize an industry?

This is a cool opportunity to work on a cutting edge holographic technology program and be on the ground floor of engagement! We are working on a new medium with very interesting and innovative partners to prove out a concept and make cool compelling experiences from it! In this role you be modeling/texturing/lighting & shading for holographic video applications; portfolio should show experience with technical tools you have created (scripting/programming); texturing; mapping; from photo realistic to synthetic or CG/gaming; have to have some photographic/photorealism experience, may also need to do CG or synthetic work as well

This is a Technical Artist Role to join our team where we create experiences for use in holographic video including modeling, texturing, mapping, lighting/shading under the direction of a Creative Director. On our team you will also collaborate with content partners to achieve their creative vision, may assist with effects and animation of models, may assist with asset organization and management, may assist with the creation of conceptual art work. Some scripting or coding experience highly beneficial.

Top Requirements:

1.Unity experience is required (created assets that run in Unity)

2.Maya, 3DSMax, or similar required. Also prefer experience with Photoshop

3.Gaming asset production highly preferred: has worked in gaming or is a high level player aware of runtime asset requirements


5 plus years’ experience in creating 3D graphics required, experience with photo-realism preferred

Experience with shipped titles a strong plus.

Experience with Unity scripting, python, C# and/or C++ a strong plus.

Best vs. Average:

shipped games in Unity, creating characters and/or environments for runtime

wrote Unity shaders and/or behaviors to create custom interactive behaviors

wrote scripts or plugins for Maya or 3DSMax; for example, a previous tech artist wrote a simple visualization tool in C++ and 3DSMax that helped the stage team

60% technical and 40% artist – confident as an artist but can also use code to solve artistic problems

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