Specific requirements for this role:
Reports directly to: Art Manager
DUTIES:
Modelling - Creating 3D models using Maya and Z-Brush.
Texturing - Creating and applying textures.
Surfacing - Creating and applying shaders within BlitzTech
Integration - Integrate and test created assets autonomously on the target hardware via BlitzTech
ESSENTIALS:
3D modelling:
- Excellent skills in creating 3D models including characters, environments and props to the specification and art style as set by the Art Manager using Maya.
- Understand and apply good working practise with regard to geometry resolutions, modelling for deformation (animation) and modelling for texture placement.
- Optimise existing 3D models to fit within the specification and produce multiple levels of detail from low polygon through to high resolution models.
- Create and iteratively develop game assets from inception to final review on the target hardware within the game engine using appropriate tools (BlitzTech Tools).
Texturing:
- Create and apply texture maps to the specification and art style as set by the Art Manager using Maya and Photoshop / Painter.
- Good UV texture placement and mapping with effective texture page use and a uniform distortion free texel density.
- Creation of texture maps at all applicable cross-platform resolutions.
- Proficiencies in the creation (also sampling and baking) and adjustment of texture stages for high quality, current gen in-game surfaces. This can include normal maps, specular maps, ambient occlusion, environment maps, cube maps etc.
Sculpting - Creating high resolution sculptures in Z-Brush and extracting (baking) out high resolution topological details to texture maps.
Lighting - Ability to apply good lighting principles to all artistic output by lighting geometry to the required quality and artistic specification within the primary art package.
Surfacing - Good working practices in the accurate simulation of surfaces using hardware shaders including the following: -
- Texture map creation (normal, specular, diffuse, ambient occlusion, cavity etc.)
- Implementing, parameter adjusting and editing using BlitzTech.
- Testing and iterative improvement on the target platforms.
- Optimisation.
BENEFICIAL QUALITIES:
Physical sculpture - The ability to sculpt maquettes and other physical sculptures using clay and other physical media.
3D Scanning - Experience in the use of 3D scanner data capture and the subsequent cleanup and processing of the scan data.
Skinning - The ability to carry out basic skinning tasks as a pre-cursor to testing model integrity using animation.
Scripting - Skills in the use and application of art centric scripting languages such as Python, Mel and CGI.
Ability to produce conceptual artware
SENIOR ESSENTIALS:
Senior artists must possess a good grounding in artistic skills and exhibit the ability to make very good artistic judgements coupled with robust tool skills and an all round ability to autonomously create industry equivalent triple A high quality game art assets with great organisational, scheduling and mentorship skills. Overall, senior artists are expected to take a higher level of responsibility for the quality and timely delivery of art on their project.
Traditional Art Skills
Appreciation and ability to make good artistic judgements on form, colour and composition.
- An understanding of the basic principles of lighting.
- A basic working knowledge and general understanding of human anatomy.
- Good natural artistic ability and flair.
Ability to develop and communicate ideas and concepts in a visual manner - both digitally and using traditional media.
Self Management and Organisation
- Ability to work to a brief, adopt working practices and work within the stated boundaries including art style, technical specifications, scheduling and overall spirit of any given project.
- Create and iteratively develop game assets from inception to final review on the target hardware within the game engine using appropriate tools (BlitzTech Tools).
- Ability to identify production issues, seek solutions, source reference and guidance before solving or communicating them as appropriate in a self-sufficient manner.
- Demonstrates skills in basic management tasks including good communication and scheduling of personal tasks and any delegated support structures.
Teamwork and Communication
- Keep managers and any dependent team members informed about the progress of work including any potential conflicts or bottlenecks, with suggestions for solutions.
- Ability and willingness to fit into and contribute to a creative team environment
- Senior artists are expected to share their knowledge with others by freely exchanging skills through training and mentoring others.
Professional attitude and work ethic
- Ability to accept and work under the art direction of a project Art Manager.
- A consistent professional approach to naming, filing, backing up and archiving of all work in accordance with company and team policy.
- Proficient skills in identifying a need for and sourcing appropriate visual reference material.
- Professional attitude and work ethic
- Thorough approach to problem solving and able to function independently when required
- Needs to be comfortable working to deadlines
- Attention to detail is essential and all tasks must be carried out to the highest standard
- A willingness and ability to learn is essential
Work Quality
- All work must be to the very highest standards as benchmarked against the wider industry. Senior artists set the standard and that standard must always be triple A.
Ownership
- Demonstrates the ability to take ownership for a larger section of the project and direct the process to deliver final game art assets. Examples include delivering groups of assets, setting and monitoring standards, developing and managing pipelines, outsource management and scheduling.
Industry Knowledge
- Full understanding and experience of the entire game production cycle and associated issues.
• Managing and supporting client expectations
• Working within a ‘shifting goals' features, timescales and budgetary environment
- Pro-actively track and follow key industry trends and techniques
Personal Development
- Ability to identify and develop a personal specialism
FORMAL QUALIFICATIONS:
In terms of formal qualifications, it is agreed that levels of attainment should not be set. Respective art and/or animation skills are paramount when considering any applicant, however, foreign applicants requiring work permits or visas would need due consideration. At Blitz Games Studios we adopt an approach that relevant higher qualifications are ‘preferred' as opposed to ‘required' for UK/European and other ‘work legal' applicants, however to be considered for this role demonstrable skills and ability in the role requirements will be expected and sought.
TRAINING:
Although the jobholder will be trained on the job, they will be expected to develop their artistic appreciation and tool skills using their own initiative and in their own time. As well as organised training sessions via the Blitz Academy, we encourage staff to broaden their skills further by giving them the opportunity to attend external courses as appropriate.
Attractive salary, benefits and a great career opportunity.