Character Artist – Rainbow Six Siege

at  Ubisoft

Montréal, QC, Canada -

Start DateExpiry DateSalaryPosted OnExperienceSkillsTelecommuteSponsor Visa
Immediate20 Jan, 2025Not Specified21 Oct, 2024N/AGood communication skillsNoNo
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Description:

Job Description
As a Character Artist at Ubi MTL, you’ll create people, creatures, and animals for players to interact and connect with. You’ll combine your artistic and technical talents to form the physical features that define the characters that live within our worlds.
You’ll enjoy the detailed, versatile, far-from-boring character development process. To you, creating new blend shapes, good edge flow, and optimized meshes will be opportunities to push your skills. Always eager to improve, you’ll constantly be on the lookout for feedback to refine your art and build the best foundation for characters to be brought to life.

ABOUT US

Ubisoft’s 20,000 team members, working across more than 30 countries around the world, are bound by a common mission: enrich players’ lives with original and memorable gaming experiences. Their commitment and talent have brought to life many acclaimed franchises such as Assassin’s Creed, Far Cry, Watch Dogs, Just Dance, Rainbow Six, and many more to come.
Ubisoft is an equal opportunity employer that believes diverse backgrounds and perspectives are key to creating worlds where both players and teams can thrive and express themselves.
When you join Ubi MTL, you discover a workplace that sparks inspiration and connection. We offer a collaborative space that provides career advancement, a host of learning opportunities, and meaningful benefits centred on well-being.
If you are excited about solving game-changing challenges, harnessing cutting-edge technologies, and pushing the boundaries of entertainment, we invite you to join us on our journey and help us create the unknown.

Responsibilities:

  • Sculpt high poly characters with ZBrush, Marvelous Designer, modeling softwares.
  • Rework the topology and optimize low poly model
  • Work on UV packing while taking in consideration the customization features in the engine.
  • Bake the different maps of the PBR workflow from high poly to low poly.
  • Create PBR textures in Substance Painter.
  • Integrate low poly model from 3Ds Max to the engine.
  • Add details with in-engine shaders.
  • Collaborate with teammates and lead to ensure delivering everything by the deadline.
    Qualifications


REQUIREMENT SUMMARY

Min:N/AMax:5.0 year(s)

Information Technology/IT

IT Software - Application Programming / Maintenance

Illustration

Graduate

Proficient

1

Montréal, QC, Canada