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Technical Artist - Procedural

Full Circle logo Full Circle
🌎 Remote (Anywhere)
Contract Full Time
Experience Level Junior (1–2 years)
Published Date
Closed Date

Technical Artist (Procedural) - SKATE

This position is open to qualified individuals anywhere in North America where EA operates as an employer. Relocation to Vancouver is an option for suitable candidates.

Full Circle

Full Circle is an Electronic Arts studio based in Vancouver BC. with team members around the globe, embracing a geo-diverse team and culture. You have flexibility to work from home, in the office, or a hybrid of both.

We're all about having fun and making great games that people want to play with their friends. We prioritize inclusivity and diversity in our studio as we continue the push to be better every day.

We're working on the next evolution of Skateβ„’ and set to deliver an experience that will embrace and build upon everything our community found special about the previous games.

We are looking for an experienced Technical Artist (Procedural Workflows and Generation) to join our Skate team. This is an opportunity to join us in the early stages of development. You will report to the Technical Art Director for Procedural Workflows and Generation and work in collaboration with technical artists, engineers, and content creators on procedural tools, workflows, and content generation.

Responsibilities

  • You will research and guide the exploration of potential solutions for Content Creation Problems as specified by Technical Art Directors and directly create proof-of-concept work in pre-production.
  • You will work with Technical Artists, Tools Software Engineers & Rendering Software Engineers to convert prototype content generation solutions into production content generation workflows.
  • You will stay current with and exhibit a high degree of technical knowledge about current state-of-the-industry in Procedural content generation and workflows.
  • You will educate and articulate concepts relating to Procedural and Parametric Content Generation to the game team through presentations; Audiences for which will include members of other disciplines & domains such as Art Direction, Engineering, Operations, and Production.
  • You will communicate technical requirements for real-time game editor and game engine run-time procedural systems, workflows, and tools to serve game team product goals.
  • Drive inclusion of new procedural content generation solutions, tools and workflows in tech roadmaps, including engine roadmaps, product tech art roadmaps, internal and external content team workflow roadmaps.
  • Drive selection of off-the-shelf software and hardware solutions to support the game procedural content creation goals.
  • Help set technical standards and production processes to guide the TA and SE team's work and ensure that their work achieves the content goals while also meeting performance standards.
  • Build user stories and create time estimates for project planning.

Qualifications:

  • Expert in architecture of complex procedural content creation pipelines with a focus on artist/designer friendly workflows.
  • Expert in creating parametric assets that can be manipulated in real-time with user-friendly inputs and controls.
  • Expert in procedural content creation applications such as Houdini and using these within game editors and engines.
  • Familiarity/Competency with the field of AI and Machine Learning and how these can be applied to procedural and parametric content production.
  • Experience using and setting up Automation for content/asset processing.
  • Work together with Tools and Rendering SEs to guide technology and tool development.
  • Work with artists and designers to determine tool and workflow requirements.
  • Experienced in developing in-editor and in-game UGC workflows and UX in a production environment.
  • Understanding of many real-time game content and the requirements for these to be efficient and high-quality (i.e. make sure the output of tools is usable for games).
  • A proficiency in VEX and some of the following languages: Python, C#, C++.
  • Some experience in sculpting, modeling, rigging and animation and understanding of the related workflows.
  • Experience with building workflows and tools through a full project production cycle (pre-production to shipping).
  • Experience creating tools in DCC's like Maya.

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.

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