Technical Artist at BigBox VR
Seattle, WA, US

You are a talented Technical Artist looking to build the next generation of games for Oculus Quest, Oculus Rift, and HTC Vive. You have multiple years of experience with the Unity Editor (or other 3D game engines like Unreal) and love to design and implement art production workflows, tools, pipelines, asset optimization/integration, and shaders.

  • Strong communicator who loves the iterative technical and creative process
  • Desire to understand a product holistically and contribute creatively
  • Know when to be pragmatic and when to be blue sky
  • Make art and technical trade-offs that align with business objectives
  • Possess wily and unconventional thinking
  • Must embrace teamwork, as well as solve problems independently
  • Eager to roll up your sleeves to make contributions outside of your specialty

Responsibilities

  • Act as a bridge between the artists and engineers to effectively communicate and solve issues
  • Create and maintain art pipelines, workflows, shaders, and technical documentation
  • Build tools, scripts, and plugins that make the art team 10x better
  • Design and implement solutions within technical constraints that balances performance and maintainability
  • Work with graphics engineers to ensure rendering is optimized on all supported platforms
Requirements
  • Hands-on experience with game engines such as Unreal, Unity, or equivalent experience
  • Experience with Photoshop, Maya, Unity, Unreal Art for Maya, and Substance Designer
  • Scripting Experience in Mel and/or Python
  • Deep understanding of asset optimization challenges/techniques in a shipped product
  • Ability to rapidly learn new systems and devices
  • Excellent verbal communication skills
  • Bachelor’s Degree in Computer Science, a related field, or equivalent experience

Bonus Points

  • Strong background in AR or VR
  • Passion for eSports
  • Experience with Perforce and/or Git
  • Experience with Houdini, C#, C++, World Machine, World Designer
  • Loves automation and procedural art generation