Red Pill VR is looking for talented Technical Artists with a successful track record of improving performance through analysis and optimization while maintaining the visual fidelity of a gorgeous and immersive world. This position requires the ability and willingness to proactively work with all disciplines to solve complex technical problems as well as learn the processes and pipelines of each discipline to quickly remove day to day obstacles from the team’s path.
Responsibilities
Define the visual look and feel of the environments and audio life forms
Determine the various tools part of our pipeline
Help define the categories of visual content technologies we will be adding to UE4
Love music and understand basic music theory concepts
Compute shader
Develop custom workflows using scripts and coded tools solutions for art team
Maintain integrity of art pipelines by identifying inefficiencies and recommending and implementing improvements
Troubleshoot key pipeline issues and solve core problems in cooperation with development team
Support the technical art needs of our client-facing project requirements and partner expectations
Facilitate technical art communication across disciplines by providing clear and constructive feedback and guidance
Collaborate with a diverse team to promote innovation and refine the visual quality of our games
Work with artists and designers to create and document workflows and best practices for the creation of optimized content
Use visual debug and profiling tools to identify the cause of performance problems
Partner with Artists, Designers, and Programmers to find creative solutions to solve difficult memory and performance issues
Optimize, organize, and debug shader and materials graphs throughout production
Work closely with Artists and rendering Engineers to develop materials, lighting models, and shaders to help reach artistic goals
Understand and operate within the requirements and processes of each department to be able to troubleshoot and eliminate technical obstacles
Anticipate the needs of the artists so as to streamline their productivity.
Work with artists to optimize assets for performance
Develop and implement new ideas/technologies/solutions, seeing them to completion.
Teach valuable points of information to anyone who may require it.
Participate in the critiquing of your work and the work of others.
Day-to-day problem solving and self-prioritization of tasks.
Commitment to making art data production as simple and effective for general artists to create over the entire length of a project.
Be meticulous and organized in the approach to the tasks, files and storage of the material.
Be technically savvy with a track record of strong problem solving skills
Excellent understanding of the inner workings of the asset export pipeline.
Have the forward-thinking ability to research new industry developments and art techniques for future projects.
Requirements
6+ years game industry experience, 3+ specifically in a technical artist role
Shipped 2+ AAA title (or equivalent) as a Technical Artist
Tech-fluency in at least one development language, such as Python, MEL, LUA, Perl, C# or C++
Proficient with tools such as MAX and /or Maya
Experience working in Unreal Engine
Experience working on wide range of tech art projects, in terms of art tools, graphics engines and game hardware
High technical proficiency in areas such as lighting, rendering and texturing as it applies to material and shader creation (HLSL)
Expert-level familiarity with environment art creation and workflow, especially with an eye on performance and memory management
Excellent communication, documentation and organizational skills
Bachelors in a related field or equivalent experience is required
Shader scripting/coding skills e.g. Cg/HLSL, GLSL, RenderMan, MentalRay or similar
Ability to take initiative, communicate effectively
Must have a positive attitude and be a team player
Broad interest in real-time rendering technologies and art asset creation tools
Experience in managing real-time rendering, run-time analytics, optimization, shaders and materials
Able to present (internally and externally) clear vision of how work addresses problems and requirements
Able to envision creative ways to leverage ideas and technologies, and integrate big picture through multiple mediums
Ability to take the responsibility of a large project’s workflow.
Ability to familiarize with programs, technical concepts, ideas and problems very quickly.
Ability to work within boundaries to creatively solve art issues.
BONUS: Passionate about VR and experience working with it.
If interested, please contact me at justin.cooney@redpillvr.com with your contact information, resume, and portfolio.
Red Pill VR is looking for a high value individual looking to develop new techniques and optimizations for real-time rendering that will enable our artists to tell creative and visually-impactful stories at the highest possible picture quality. You will need familiarity with the state of the art in real-time rendering algorithms used in games, implementation best practices and performance tradeoffs.
Job Responsibilities:
Investigate, prototype, and implement solutions for high-fidelity rendering in a real-time context.
Extend and create solutions for lighting, VFX and post-processing.
Provide deep domain expertise in the area of rendering.
Work closely with artists to develop and implement their vision.
Effectively analyze and diagnose visual quality or rendering performance problems and develop complete solutions successfully and on time.
Design, develop, write, and debug code in new and existing systems.
Writes, optimizes and quickly iterate on feature, shader and pipeline code.
Qualifications:
Deep and intuitive knowledge of the theoretical fundamentals of rendering.
Understanding of contemporary game graphics platforms, including low-level familiarity with PC and console platforms from the graphics API level down to CPU & GPU functionality and performance.
Red Pill VR is looking for an Audio Engineer to develop leading edge audio solutions for the industrys’ first VR Music engine technology. This role requires experienced engine programmers to help enhance and maintain core systems of Unreal Engine 4, as well as optimize them for multiple platforms. Work with our Core Technology team in a collaborative and high energy development environment to help deliver the best audio driven visual experience!
Responsibilities:
Own the engineering audio pipe for RPVR and all related audio engineering systems
Maintain and/or implement new audio capabilities
Feature addition and enhancement based on project and studio needs
Audio optimizations
Requirements:
Strong expertise in advance signal analysis
Strong real-time optimization programming skills
Great understanding of music theory and advance audio and music concepts
3+ years of game industry experience
Very strong C++ coding and systems design experience
Excellent math and/or physics skills
Experience writing and maintaining audio systems at all levels from the base audio engine to ‘application’ code, music and VO management and tool support
Cross-platform experience (PC, Xbox One, PS4) including knowledge of each platforms strengths and weaknesses
Excellent organization and time management skills
Able to communicate proactively and effectively with excellent oral and written communication skills across discipline
Strong interpersonal skills and problem solving ability
Must be a self-motivated and energetic team player with a very strong work ethic and cooperative attitude
A passion for music and developing the highest quality audio / visual experience in the industry
Experience with the Unreal Engine
Experience with middleware audio solutions such as FMOD, Miles, WWise
B.S. in computer science or equivalent study in related fields
Familiarity with audio programming problems such as audio compression formats, sound spatialization, and sound asset management
Passion for audio, sound design, and music
BONUS: Passionate about VR and experience working with it.
I’ve merged your recruitment threads–we prefer that you place it all in one thread rather than making a separate thread for each job position so that it keeps the forums clean–I’ve also adjusted the thread title, if you need it to be something different let me know.
Los Angeles is a great area to develop content, even though at times it is harder to find talent than I would like ;). Plus, with VR being a great industry to be developing in and a lot of those experiences will be entertainment-based, having access to hollywood is a plus.
I will say that UE seems to the engine-of-choice for VR, gaming and non-gaming alike, so there is definitely a need for local office to support the local talent.