Technical Artist (AR/VR)

Employer

Job Description

Expected compensation: $35.00 - $40.00 per hour

HireArt is helping the world's largest social network find a Technical Artist to join its real-time Inputs team, which is working on new hand tracking framework components. These components will greatly simplify the development of hand tracking powered apps and improve the overall quality of Hand Tracking interactions in 3P and 1P apps.

In this role, the Technical Artist will profile the performance and optimization of game assets and rendering techniques. They will also work closely with both art and engineering teams and are expected to actively contribute to the ideation and exploration of new product designs. The Technical Artist position calls for expertise in modeling, lookdev, shader development, and prototyping in Unity.

As a Technical Artist, You Will
  • Work closely and collaboratively with design and engineering, as well as internal and external 3D artists
  • Contribute to Input Affordance design through:
    • Pose feedback - Help users build confidence and proficiency in hand gestures through visual cues (e.g. grab strength indicator)
    • Haptic design - Make creative use of visual affordances, lighting effects, etc. to simulate haptics for hand interactions
    • Tracking confidence feedback - Help users understand the limitations of tracking (FOV, self occlusion) through visual cues)
  • Create and manage assets, collaborating with internal and external 3D Artists
  • Generate environments design for sample scenes:
    • Basic / Core Samples - Illustrate interactions primitives with basic samples
    • Library showcases - Bootstrap environments and create assets and showcase scenes that put together multiple interaction primitives to demonstrate complex coordination between interaction models.
    • Gray Box capabilities - Quickly mass out volumes for spatial design, hard surface, and organic props to iterate with Prototypers
  • Manage pipelines related to level production (e.g. source file management, streaming, visibility, collision and physics, materials, lighting setup, etc.)
  • Work closely with other art and engineering teams to take on technical challenges
  • Ensure content is meeting memory and performance targets
  • Define and create cutting-edge lighting and rendering solutions for Quest
Requirements
  • 3+ years of experience in either the game or film industries, in either Artist or Technical Artist role, with emphasis on real-time art pipelines and rendering
  • Proven experience with performance profiling and optimization of content pipelines and assets in a commercial game engine (Unity preferred)
  • Strong communication and collaboration skills for working across multiple disciplines
  • Strong time-management and organizational skills: task driven, self-motivated, proactive and works well under deadlines
  • Generalist knowledge of modeling, texturing, lighting, animation, physics and particle systems
  • Expertise with at least one of the leading 3D applications (e.g. Maya, 3DS Max, Houdini, MotionBuilder) as well as experience with leading image manipulation tools (e.g. Photoshop, After Effects or Nuke)
  • Experience optimizing for mobile (Android) and creating effects and content for mobile platforms (OpenGL ES and Vulkan)
Additional Qualifications
  • GLSL/HLSL shader programming
  • C#/C++ programming
  • Python scripting
  • Additional knowledge of rendering pipelines/content optimization
  • Previous experience managing and directing 3D artists
  • VR specific performance optimization techniques like: pose prediction, timewarp, etc.
  • Previous AR/VR games development
Commitment: This is a full-time (40 hours per week), 12-month contract position staffed via HireArt and based in Seattle, WA. Candidates must be local to the area.

HireArt values diversity and is an Equal Opportunity Employer. We are interested in every qualified candidate who is eligible to work in the United States. Unfortunately, we are not able to sponsor visas or employ corp-to-corp.