This job listing expired on May 4, 2022
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Multiple Locations: Vancouver, BC, Los Angeles, CA, Orlando, FL Austin, TX, Seattle, WA, Pasadena, CA, Redwood City, CA

At EA, we exist to Inspire the World to Play. We create amazing experiences for our players everywhere and we consider our players' experiences first in everything we do.

Nowhere is this more evident than with our Skate franchise where we’re bringing a contemporary Skate experience to our new and future fans.

Now that we can tell you what we’re up to, Deran and Cuz would like to invite you to apply to our positions if this is the game and team that are right for you:

“We started something special back in 2007, it’s time to see where we can take it. We’re looking for people that want to join the family and harness the boundless potential of skating, gaming, and community to create something that respects Skate’s legacy while pushing us into a fun filled future. Simply put, if you’re interested in building an amazing place to skate…and have fun…let us know

We are looking for an experienced Technical Art Director - Characters to join our Skate team. This is an opportunity to join us in the early stages of development. You will report to Skate’s Director of Tech Art and work in collaboration with Technical Artists, Content Creators, and Engineers working on character systems, features, and content creation techniques.

Responsibilities

Applicants must be able to fulfill these job responsibilities:

  • Researches, investigates, and drives the development of ideal character core topologies (body, head, face) that support extensive user-driven customization
  • Researches and develops technical solutions for effectively and efficiently creating character clothing and character customization content
  • Partner with Design, Engineering, and Art to define technical requirements and evaluate solutions for implementation of character customization systems
  • Partners with Animation and Rigging to define requirements and technical challenges for effective character setup, including investigation / development of tech for secondary animation / simulation, cloth and hair authoring tools and technology, and advanced deformer systems.
  • Develops and communicates content structures for characters that allow for scalable approaches to both tech and content development.
  • Stays Current with and consistently Exhibits a high degree of technical knowledge about current state-of-the-industry in Character content generation approaches and workflows.
  • Work with Artists, Technical Artists, Tools Software Engineers & Rendering Software Engineers to convert prototype content generation solutions into production content generation workflows.
  • Establish technical standards and production processes to guide the TA and SE team’s work to ensure that their work achieves needed content implementation goals while also meeting performance standards and best practices.
  • Attend all planning and team meetings; Build user stories and generate time estimates for project planning.
  • This role will report to the Director of Technical Art.

Candidates should have experience in the following areas:

  • At least 6+ years of cinematic/games production experience. The ideal candidate has completed more than 3 AAA games/movies.
  • Experience leading Character Technical Artists on at least 1-2 shipped console/PC titles.
  • Capability to Model, Skin, Rig, and Texture to support Content/Tool/Tech Prototyping
  • Experienced with Cloth and Hair Authoring technologies (Run-Time Solutions ideal)
  • Experienced with interacting with / developing content and approaches for Character Customization systems
  • Expert in architecture of complex tools and pipelines with a focus on artist friendly workflows.
  • Ability to work with other Technical Artists, Artists, and Engineers to ensure scalability of character content across platforms of varying levels of capability.
  • Highly adept at communicating with different audiences: artists, engineers, managers and working together with Tools and Rendering SEs to drive technology and tool development.
  • Working with external partners, teams, engines developers to co-develop tools and technology.
  • Experience with utilising Automation for content/asset processing is a plus.
  • Experience with Photogrammetry techniques applied to production challenges is a plus.
  • An aptitude for problem solving, particularly as it pertains to testing and debugging technical issues as it relates to making functional and performant content.
  • A willingness to jump into the unknown and solve new problems; the ability to think creatively to resolve technical challenges and limitations.

About EA

At Electronic Arts, we exist to Inspire the World to Play. We create extraordinary new game experiences for our millions of players everywhere by bringing together talented people that combine creativity, innovation, and passion. We know that our strength lies in the diversity of our people. We immerse our employees into an inclusive culture, and provide opportunities for learning and leading that allow them to do the most impactful and rewarding work of their careers. We put our people first. We provide comprehensive benefit packages with a focus on health and wellbeing to support your needs and help you balance your career and personal life. We provide access to dynamic and collaborative work environments, opportunities to connect and contribute through our Employee Resource Groups, and support for a balanced life with paid time off and new parent leave, plus free video games and so much more! Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. Electronic Arts also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.