Sony Pictures
Real-time Asset Artist (Project Hire) Job at Sony Pictures in Culver City
Sony Pictures, Culver City, CA, United States
Sony Pictures Entertainment is looking for a Real-time Asset Artist to create content for the Unreal Engine. The ideal candidate will have extensive knowledge of the Unreal Engine. They will be proficient in Concepting, Set Design, Layout, Modeling, Surfacing, Basic Rigging, and Optimizing assets. They will have an excellent artistic eye for detail when creating high quality assets and is proactive with collaboration and communication with the whole team. This role is anticipated to be up to 6-month Project Hire.
Responsibilities:
Collaborate with the Asset Supervisor, Asset, Pipeline, VAD and Lighting team on creating characters, environments vehicles and props to be used in the Unreal Engine
Create high quality assets ranging from concept to final model and surfacing that are fully optimized to perform in a real time environment
Ingest assets that are internally created or from third parties into our projects.
Active in the creative research and development and communicates goals and objectives clearly
Assist with long-term strategic planning and inspiring technical solutions regarding asset development with the team
Leverage latest advancements in Unreal Engine to expedite asset development process
Ensure that standardized practices are developed and implemented across projects to meet high quality and aesthetic standards
Technical ability to create project-based materials and blueprints in engine
Critically think and problem solve technical challenges and limitations within DCC programs and Unreal Engine
Creating Control Rigs in DCC and Unreal Engine when requested
Generate documentation on processes used for content creation
Qualifications: 5+ years of experience with real-time content creation including:
Excellent eye for details and an artistic portfolio of work showcasing modeling and texturing expertise across a variety of types of models, for characters, vehicles, environments, and props
Ability to create Meshes, Materials, UV maps, Textures, for Optimal Performance
Proficient knowledge in DCC programs like Maya, 3ds Max, Zbrush, Houdini, Blender etc. For creating detailed models
Extensive experience with Substance Suite and Photoshop for creating textures and materials for the look development of assets that adhere to Physically-Based Rendering principles as well as Non Photo Realistic principles
Experience with optimization processes for assets while keeping high fidelity details intact
Proficient experience working in real-time productions using the Unreal Engine and has knowledge of tools within the Unreal engine for character creation, set dressing, Landscapes, Blueprints, PCGs, Splines etc
Ability to work in a variety of art styles with or without conceptual reference, and is able to gather references and plan for look development
Strong artistic understanding of anatomy, proportions, scale, silhouette, lighting, composition, layout, color theory, atmosphere, etc.
Ability to communicate and take art direction notes and apply them effectively and efficiently both written and verbal
Is self-motivated and proactive and has excellent organization, time management, communication, collaboration skills
Maintain consistency and quality on all meshes, textures and shaders created for all types of assets
Ability to Rig and skin assets and built a Control Rig in Unreal Engine
Have an understanding of metahumans and ability to convert custom characters to run in the Unreal Engine
Would be Nice: Experience working in a Volume, LED Stage, Mocap stage and with Virtual Cameras
Visual Effects experience (Compositing, Set Extension, Previs, Postvis, Techvis, After Effects, Nuke, Renderman, VRAY, etc.)
ShotGrid, Syncsketch, Bluescape, Marvelous Designer knowledge is a plus
Experience photogrammetry and scanning
Experience with lighting, sequencer, camera, layout, fx, and animation, in Unreal Engine
Experience with advance rigging, metahuman skinning, and control rigs within DCC and Unreal Engine
Experience with Unreal tools, Landscapes, Procedural Content Generators, Blueprint creation, Sequencer, Nanite, Lumen, Data Layers, Niagara, Groom, Chaos, Simulations, Retargeting, Cloth, Plugins, etc.
Creating custom parent materials, procedural materials, and functions
Basic Scripting Knowledge (C++ / Javascript / Python)
The anticipated base salary for this position is $57/hour to $76/hour. This role may also qualify for incentives and/or comprehensive benefits. The actual base salary offered will depend on a variety of factors, including without limitation, the qualifications of the individual applicant for the position, years of relevant experience, level of education attained, certifications or other professional licenses held, and if applicable, the location of the position.
Sony Pictures Entertainment is an equal opportunity employer. We evaluate qualified applicants without regard to race, color, religion, sex, national origin, disability, veteran status, age, sexual orientation, gender identity, or other protected characteristics.
SPE will consider qualified applicants with arrest or conviction records in accordance with applicable law.
To request an accommodation for purposes of participating in the hiring process, you may contact us at SPE_Accommodation_Assistance@spe.sony.com.