Unreal Look Development / Technical Artist
Where you sit: You receive a complete, pre-animated Unreal scene and bring it to final visual quality. You do not animate, and you do not build navigation or UI.
You will receive
- The full scene as rigged, animated, UV-laid geometry (USD), plus the deforming umbilical as an Alembic geometry cache and curated per-step cameras — untextured and unlit.
- Reference frames defining the look, and a written look brief.
Scope / deliverables
- Environment — build the full real-time world in Unreal: water surface and water column, subsea depth-fade and colour grade, volumetric lighting and light shafts, suspended particulate and atmosphere, seabed terrain and materials, surface and sky as required.
- Materials — author PBR materials for all assets (vessel, deck spread, umbilical, buoyancy and ballast modules, client-supplied proxies) to the look reference. Build these as a reusable material library.
- Lighting — set up scene lighting (subsea key lighting, depth, mood) to the reference standard.
- Output — deliver a lit, textured Unreal level matching the agreed look, ready for the interactive developer to build on.
Required skills
- Strong Unreal Engine: lighting (Lumen), material editor, water/ocean systems, volumetric fog and light shafts; Niagara (particulate) an advantage.
- PBR texturing and real-time environment art; underwater/subsea or atmospheric work strongly preferred.
- Competent importing USD scenes and Alembic geometry caches, with correct unit and axis conversion.
Out of scope
Animation (provided), camera navigation, UI, packaging. No translation of offline or procedural shaders — materials are authored natively in Unreal.
Deliverable & sign-off
Unreal level with environment, lighting and materials, plus the reusable material library. The client signs off the look before interactive development begins.