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TECHNICAL ARTIST - UNREAL (MID-LEAD) (CONTRACT) - REMOTE

Updated: 4 days ago

Technical Artist - Unreal (Mid - Lead) (Contract) Remote

Job Description Join us at Legion Studios as we work on our debut title backed by a major upcoming publisher.


We are currently working on Covenant; a First-Person Melee / Shooter RPG set in a Dark Fantasy world; weaving strong gameplay, immersive worlds, and compelling narratives to capture the imagination of our players in both multiplayer and single-player modes.


We are in search of talented and passionate developers driven by an unwavering commitment

to unveil the next gaming pillar. Joining our team will allow you to have a significant impact on the projects we work on, and we are looking for self-motivated team members with a strong work ethic.


Below is what you would be responsible for here at Legion Studios.



Responsibilities


Optimization


  • Optimize, and then maintain graphic assets and authoring techniques to achieve high quality results that fit within memory and framerate targets; specifically as it pertains to Material Graphs, Shader performance (instructions), 3D assets, 2D Graphics

  • Profiling and knowledge of deep optimization techniques specific to Unreal Engine (Unreal Insights / Vtune or similar tools)

  • Optimize environments using a variety of techniques, such as level streaming, HLOD’s, manual per-actor optimization, culling volumes, etc.

  • Work alongside programmers to validate asset creation practices and monitor game performance metrics through profiling, captures, and pipelines


Art Implementation


  • Develop custom workflows using scripts and coded tools solutions in support of environment, level-design, VFX, and asset teams

  • Implement and maintain UI for in-game screens, features, and content utilizing UMG (Unreal Motion Graphics) within Unreal Engine. Ensure UI is optimized.

  • Implement standardized art techniques, such as RVT’s for landscapes, Render Targets for custom effects, etc.

  • Occasional specialty shader techniques to be used in post process materials.

  • Partner with Engineering , Art, and Design teams to design workflows, and build valuable well thought out solutions.

  • Address all aspects of performance in a hands-on manner such as: collision, texture practices, mesh construction and UVs, shader performance, overdraw issues, and more.

  • Directly contribute to establishing and improving artist workflows.

  • Use PCG, Houdini, Houdini Engine, and/or Black Magic (C++) to improve the scope, scale, and quality of our creations

  • Build, organize and maintain a cohesive material library


Console Porting


  • Converting 3D models, textures, and animations into game-ready formats for both PC and Console, optimizing polygon counts, texture resolutions, and rendering techniques to achieve performance goals for multiple device platforms


Animation


  • Rigging in Maya/Blender: Develop, test and maintain rigs for characters, monsters and weapons (including quadrupeds, humanoids and flying creatures).

  • Unreal Engine Proficiency: In-depth understanding of Unreal’s animation pipeline, including Control Rig, Animation Blueprints, Anim Notifies, State Machines, Blendspaces, Animation Montages, Motion Matching and Procedural Tools.

  • Dynamics: Oversee and implement simulations for cloth, hair, Lip Sync and other dynamic elements across a diverse range of characters, creatures and weapons.

  • Object Oriented Practices: Ensure good class structures are maintained. An example of this would be keeping all generic character behavior in a parent class, and isolating unique behavior to sub classes, or systems.

  • Ensure optimized skinning practices and user functionality for the animation team.

  • Extensive optimization across all Anim System

  • Collaborate with other disciplines like Design, Art and Engineering

  • Creating uniformity and flexibility between a complex 1P Anim BP, and 3P Anim BP


Requirements


  • Experience with Unreal Engine and the related workflows.

  • Be self-sufficient and self-motivated, can perform duties with little oversight

  • Experience in environment workflows and processes including lighting, VFX, asset creation, and procedural placement

  • Advanced knowledge in physically-based material systems, custom lighting models, VFX, and anything involving the Unreal real time rendering pipeline.

  • A strong background in driving optimization and performance while understanding limitations of various platforms

  • Expertise in at least one high-level programming language like Python, C#, Blueprint or other

  • Experience with Unreal Engines UMG (Unreal Motion Graphics) editor for UI development.

  • Demonstrated expertise with several of the following pipelines: Environments, Character, Rigging, Shaders, Optimization, Behaviors, or Asset Pipeline.

  • Experience in shader languages (GLSL, ShaderLab, HLSL).

  • Expertise with Houdini, World Machine, Gaea, Maya, 3Ds Max, Blender and with Unreal, Unity or any proprietary game engine is a plus

  • A portfolio with examples and detailed breakdowns showcasing your practical work

  • Experience with a version control system (e.g. Perforce, Git, SVN, etc.)

  • Experience working with hair, and lip-sync / facial animation within Unreal Engine.


Bonus experience


  • Willingness to learn/research other systems and tools

  • Experience writing custom post process shaders

  • Experience working in 1st Person Games, specifically as it pertains to melee combat and the techniques needed

  • Understanding of Unreal's projection methods (e.g. standard vs panini) and the ability to work in that realm

  • History and experience in creating Niagara Custom Modules

  • Substance Painter skill


HOW TO APPLY

When applying, please add the position you are applying to in the subject line of the email. For example "Senior Gameplay Engineer Application - (My Name)". 


Please be sure to include all relevant portfolios, resumes, and materials. 

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​© 2023 Legion Studios Inc.

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