Material Artist
As Material Artist, you will work with the Environment, VFX, and Character teams to develop industry-defining materials that push the realism within our games. You'll help define material and asset workflows, improve existing practices, and be a driving force for collaboration within our culture.
This is not an entry-level position.
Responsibilities
- Work closely with leads and art teams to create high fidelity textures for performant production assets.
- Create and maintain texture graphs and materials via Substance Designer
- Uphold strict organization and convention standards to work efficiently
- Help build and maintain the studio's Substance library of materials & utilities.
- Help build and maintain complex in engine materials using a proprietary material editor
- Excellent grasp of strict environment art texel allocation and uv mapping.
- Establish techniques to quickly adapt to an agile development environment
- Work with the Art Manager and Production to deliver time estimates for texture/material creation.
- Occasionally create 3D models and UVs (high/low workflow)
- Create documentation & tutorials, communicate requirements effectively, and - provide feedback to internal and external artists.
- Be proactive and self-motivated, work without direct supervision
- Collaborate with other departments to develop new technologies and cutting edge solutions
Qualifications
- Portfolio of realistic, high quality game ready textures
- Strong understanding of PBR rendering and materials.
- A keen eye for realism and attention to detail
- Excellent sense of form, color theory, and balancing โreadsโ
- Examples of procedural textures used on props and environments
- Strong understanding of modular level creation methods
- Good verbal and written communication as well as interpersonal skills
- Strong time management, organizational skills, and an ability to prioritize tasks/requests
- Experience working with game engines and various real-time rendering software
- Strong mentoring and teaching abilities
- Proficiency in Substance Designer, Substance Painter, Zbrush, and Maya
Other Criteria
An understanding of shaders and how they work
A basic HLSL knowledge base
An interest in FX animated materials
Previous experience as an environment or prop artist
This is a flexible role that can be remote, with varying pay ranges based on geographic location. For example, if you are based out of Seattle, the estimated base pay range for this role is listed below.
$98,200 โ $147,400 USD
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