2K Marin is seeking an experienced Shader TD / Technical Artist to work on BioShock 2

SHADER TD/TECHNICAL ARTIST - 2K Marin

Wait a second now…you are an artist, but you didn’t flunk calculus? That’s amazing! Are you into the Smithsonian Institute’s Natural History Museum? We’re psyched. NO WAY! You can PROGRAM a bit? You can write Max Scripts for 3D Studio Max? Don’t tell us you can also mess around with HLSL shaders too…that would be too much. We need you to do stuff like analyze water refraction and skin sub-surface scattering and do those program-y things to create new shaders. We could also use you for helping us figure out better ways to setup our rendering pipeline… If this sounds like you, and you are interested in working on Bioshock 2 in sunny California, you should get in touch with us immediately.

SUMMARY:
Contribute to new, cutting-edge art creation for the sequel to the 2007 Game of the Year, Bioshock. Act to bridge the gap between programming and art/design, and work to define the pipeline and best practices for content creation.

JOB RESPONSIBILITIES:

• Work with programmers/designers to create a working art pipeline for new features and techniques to be implemented in the game.
• Find creative solutions for better efficiency and accessibility in the existing art pipeline.
• Provide support and training as-needed for artists learning the new pipeline.
• Assist in reviewing art content for technical requirements before implementing in-game.
• Create new HLSL shaders and maintain our shader library.
• Develop tools and scripts to support or facilitate art pipelines.
• Develop and document content creation guidelines.
• Proactively identify new technologies and techniques that will be improve the quality of the final scene rendering.
• Work with the design and programming teams to find solutions to challenges as they arise, due to the changing needs of the project.
• Work with Art Director and Leads, and Tools developers to help create and maintain documentation for the tools used in art content creation.

QUALIFICATIONS:

Required Experience and Skills:

• 3+ years of experience on commercial game projects or related fields in real-time graphics.
• In depth knowledge of 3DS Max, Photoshop. Maya experience a plus.
• Strong art skills including experience with modeling, texturing, and shading for games. Experience in rigging and animation a plus.
• In-depth and up-to-date knowledge of real-time shader techniques.
• Up-to-date knowledge of “next-gen” game art currently leading in the market.
• Strong understanding of maxscript, Python and/or melscript
• Basic understanding of programming.
• Basic understanding of superficial anatomy and character creation techniques.
• Ability to work within tight deadlines and deliver requests with a quick turn-around time.
• Self motivated and able to drive ideas to completion.
• Strong ability to quickly learn new areas of development.
• Proven ability to work well with engineering teams.
• Creative problem solving skills.
• Ability to analyze a situation and communicate the most effective and efficient solution.
• In-depth knowledge of game content pipelines in the Unreal Engine.
• Excellent time management skills.

Additional Experience and Skills (highly desired):
• FX Composer; RenderMonkey experience
• Familiarity with Perforce and bug-tracking software
• Shipped PC and/or console titles
• Knowledge of HLSL
• Experience with Unreal Engine development

Contact:

Nicole Payte
[email protected]
415.507.7605