Remedy looking for Technical Artist and Senior Technical Artist

Hello fellow Tech Artists,

Quantum Break is out and we are looking for new people to join our horde! We’re looking for a Technical Artist and a Senior Technical Artist, the latter being more materials/physics dude and the former character tech. We have very interesting challenges to work on (our facial animation pipeline for instance is pretty much unique at the moment) and a production environment geared around avoiding crunch and having a sane work life balance. We will help you relocate to the beautiful country Finland where the sun doesn’t set at summer and there’s 100 000+ lakes to swim in! :slight_smile:

more info at http://www.remedygames.com/careers/

The official pitches (see the above page for benefits):

Senior Technical Artist

What are we looking for?

Deep understanding of modern content creation pipelines, from internals of various 3D applications to real-time shading and lighting techniques.
Experience in memory and performance optimizations.
A good eye. You know art and what looks good.
Curiosity for new techniques and drive to push the good ones into production.
Knowledge of scripting languages and 3D math.
Minimum of 5 years of experience as a technical artist and at least one shipped title.
Fluent in English. We’re a multinational organization, and expect you to be able to communicate efficiently with rest of the team in English.

Passion for games. We like developing games as much as we like playing them, and so should you.

Technical Artist

When we decide who gets the job, we’ll put emphasis on the following criteria:

Math skills. You know your way around vectors, matrices and quaternions
Fast learner You can learn new things fast and aren’t intimated by challenges
Passion for games. We like developing games as much as we like playing them, and so should you.
Experience in game development. You’ve been involved in a game project or two, and you understand how content pipelines work.
Understanding of modern content creation pipelines. You’d be working with at least Maya and MotionBuilder, so experience in their APIs would be great
Programming and scripting skills. Skills in C++, Python and Qt

Extra credit for:

A good eye. You know art and what looks good.
Experience with character rigging and animation. Understanding the work helps create better tools.
Experience with simulation. Offline or runtime, you know the core concepts physics simulation.
Software knowledge. You know your way around 3dsmax, Havok and Morpheme just to name a few
Other Programming and scripting skills. C# and LUA would not hurt.
Experience with motion capture. You understand how motion capture works.