Character Pipeline Technical Artist
Description
We’re looking for a Character Pipeline TA to help us push our PS4 characters beyond the high bar we set with inFAMOUS Second Son and inFAMOUS First Light.
You’ll play a key role in pushing our rigging and animation tool-sets
to new heights while streamlining our pipeline and processes.
Sucker Punch's games have succeeded because we’ve created compelling
characters like Fetch Walker and Cole McGrath. Tech artists like you
have made this happen, driving mad science into our character rigs and
animation pipelines so that the single tear rolling down Fetch’s cheek
looks exactly right. We can’t wait to see what you’re going to come up
with.
Responsibilities
- Create and support innovative tools with a focus on character rigging, deformation and animation.
- Work in partnership with other
groups such as engineering, design, animation and lighting to plan
efficient and flexible cross-department pipelines.
- Support, maintain, and extend mocap processing toolsets facial and body performances.
- Document and train artists on new and existing toolsets.
- Push the limits of what is possible in games and be a vital part of the studio’s growth.
Qualifications
- A demo reel demonstrating tools,
rigging, user interface design, and technical ability. Please provide a
breakdown of your contributions to what we see on the demo reel.
- Minimum two years of experience
developing tools and implementing process improvements in a game
production environment or related field.
- Expert knowledge of Maya with a focus on animation and rigging.
- Proficient with Python scripting in Maya, with expert knowledge of the API.
- Experience developing Maya plugins using the Maya C++ API.
- Experience working with motion capture and animation data processing in Maya.
- Solid math skills, with a good understanding of how matrixes and vectors work.
- Strong verbal and written communication skills.
- Must be eligible to work in the US. All work will take place at our Seattle headquarters.
Bonus Factors
- Experience with MotionBuilder.
- Good aesthetic instincts for human anatomy and biomechanics.
- Demonstrated excellence with simulated setups—like cloth, or hair, or skin over muscle.
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