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Showing posts with label Specialisation. Show all posts
Showing posts with label Specialisation. Show all posts

Post from Aardvark Swift


Junior Technical Artist, £13,000-£16,000

Founded in 1990, our client is now one of the most stable and respected development studios in the world today. Currently boasting six distinct divisions, the company has come a long way from its roots as a well known developer of family games. Today, the different divisions are working on mature titles, serious games, downloadable and short-session games and their middleware and game engine. Our client has also pioneered their own initiative, which aims to help budding indie developers find their way to market. In addition to this diversified portfolio of interests, our client are heavily involved in working with education and government for the long-term benefit of the UK games development industry. 

One of the most exciting and demanding challenges in modern game development is building bridges between increasingly complex art and code. The technical artist provides this vital link and combines an understanding of tools and technologies along with a keen artistic eye

This Junior Technical Artist role will be for their Research & Development Art Team, prototyping and benchmarking the latest art techniques and supporting all their games in development. The successful applicant is expected to develop in the role and would be provided with the support network to learn all they need to know. 

Specific requirements for this role: 
The following describes the full spectrum of expectations for a technical artist. Junior positions would not be 
expected to have experience in all of these areas. 

Directly reporting to: R&D Art Director 

Duties: 
• The evaluation of art creation pipelines to assess their effectiveness in the studio’s game development processes. 
• The creation of tools and scripts to improve art pipelines in the studio. This can include Python, MEL or Z-Scripts and may extend to full tool creation within an applications API or in some cases windows based environments. 
• The creation of pixel and vertex shaders for use in R&D and game development. 
• The design and implementation of new processes in areas such as lighting, surfacing (shaders and materials), post processing and special effects. 
• To document and communicate pipelines and technology updates to all relevant parties. 
• Create and iteratively develop game assets from inception to final review on the target hardware within the game engine using appropriate tools (BlitzTech Tools). 

Essentials: 
• A knowledge of applicable content creation applications such as Maya, Photoshop and Zbrush.
• Some knowledge of game development tools and pipelines in such environments as Unreal Engine, CryEngine, Gamebryo or BlitzTech.
• Some knowledge of scripting
• An understanding of techniques to accurately simulate surfaces in game. This may include texture, lighting and shaders. 


Traditional Art Skills: 
• Appreciation and ability to make good fundamental artistic judgements.
• An understanding of the basic principles of lighting.
• Ability to develop and communicate ideas and concepts in a visual manner.
Self Management and Organisation:
• Ability and willingness to work to a set brief and to deadlines.
Teamwork and Communication:
• To maintain a good level of communication with all relevant parties at all times.
• Ability and willingness to fit into a creative team environment.
Professional attitude and work ethic:
• A willingness and ability to learn is essential including the ability to accept constructive feedback.
• A consistent professional approach to naming, filing, backing up and archiving of all work in accordance with company and team policy. 


This post is very much orientated to lighting and shaders with no mention of characters or rigging whatsoever. Through my research so far it seems that a technical artist is in fact the wrong title for what I am interested in doing, and I am much more on the artistic side than the coding side. However where lighting is not being talked about I do feel like I am on the right track with getting experience in pipelines and engines, started looking at scripting, I just need MORE time and practice to get on with it rather than stressing about unhelpful essays. in terms of the blue section I feel quite confident that I could fulfill this.

CV/Portfolio Advice

Rigging 101 has an interesting article about "What to put on a Creature TD demo reel"

Also Ron Doucet, an Animation Professional in Canada wrote "Animator’s Guide to Creating an Online Presence" a very detailed article with plenty of useful advice and links to many examples to study.

Some Games Industry Tech Job Descriptions

Chatacter TD-Insomniac Games- California USA- 180 Employees


Technical Artist- Filament Games LLC- Wisconsin USA- 23 Employees


3D Animator-A2Z-OC Research and Development Center- California USA- 100 Employees


3D Animator- Lantern- California USA- 20 Employees 


Junior Technical Artist- Deep Silver- Global

Axis Animation

Character TD/Rigger

Working at Dreamworks

Character Technical Director 

Working at Pixar

Although outdated these interviews with Pixar Staff hold some interesting information about how roles in the company work-


Technical Director- Neil


However this sort of technical is talking more about shaders, lighting, coding, there's not really a mention of characters or rigging at all which is a little disappointing.


Animator- Gini


There is some advice available for applying for jobs at Pixar- Demo Reel Advice


Pixar Canada also do a variety of Apprenticeships which has some useful advice about specific roles-


Demo Reel


There are also some job posts which describe the sort if things they are looking for-


Technical Artist- Rigging




Unfortunately it is impossible to get in contact with the staff at pixar, they say- "We receive a large number of requests for information in connection with student projects, and unfortunately are not able to respond to each one individually. This web site, however, contains answers to many of the most commonly asked questions about Pixar, our employees, the work that is done at our studio, and information about the animation industry as a whole."


Although personally I found this information lacking, it's clearly aimed at lower levels of education. Sadly the only information I'm going to get is DVD extras and interviews which is also not particularly aimed at people who are interested in more finer details and personal experiences.

'Blue Fang Games-Technical Artist'

I have come across this great article detailing what is expected of a technical artist at Blue Fang Games, written by Eric Chadwick and Ryan McClure- October 2009.


Studio based in massachusetts USA.


It also gives a list of other reading on the subject which I shall be checking out in due course.