Principal Technical Artist at Meta
Burlingame, CA 94010, USA -
Full Time


Start Date

Immediate

Expiry Date

07 Nov, 25

Salary

250000.0

Posted On

08 Aug, 25

Experience

7 year(s) or above

Remote Job

Yes

Telecommute

Yes

Sponsor Visa

No

Skills

Graphics, Low Poly Modeling, Game Engines, Optimization, Modeling, Dcc, Unreal, Communication Skills, Pipelines, Hlsl, Mobile, Art, Substance Designer, Rigging, Mixed Reality, Blender, Unity, Houdini, Typescript, Texturing, Python, User Generated Content, Design, Shaders

Industry

Information Technology/IT

Description

MINIMUM QUALIFICATIONS

  • 7+ years of professional experience as a Technical Artist shipping a major title in a relevant role
  • Experienced with art and content pipelines and workflows for lighting, VFX, shaders, 2D and 3D art
  • Highly proficient communication skills and capacity to act as an ambassador between Art, Design, and Engineering
  • Experience in shader languages (GLSL, ShaderLab, HLSL)
  • Experience with Game engines such as Unity, Unreal, and creator-facing UGC tools
  • Experience creating scripts and plugins for DCC’s using Python, etc
  • Working knowledge of Blender and Substance Designer+Painter
  • Experience in pipelines for high and low-poly modeling, unwrapping, baking, texturing and material creation
  • Understanding of graphics for rendering, modeling, texturing, shaders, rigging, animation, and lighting
  • Experience profiling in-game assets and guiding the team in optimization to ensure that art assets are performant and fit within their budgets for draw calls, poly counts, texture memory limits, without compromising artistic quality

PREFERRED QUALIFICATIONS

  • Experience working with TypeScript and React
  • Experience working on and supporting User Generated Content
  • Experience in Mixed Reality or Mobile pipelines
  • Experience with integrating AI models, or working with pipelines that have introduced AI integration
  • C++ graphics programming experience
  • Demonstrated in-depth experience with real-time graphics pipelines
  • Experience working in pushing high visual fidelity content in limited hardware
  • Experience in content creation software as a user or tools developer such as Houdini, Substance Designer, Blender, etc
    For those who live in or expect to work from California if hired for this position.
Responsibilities
  • Develop and maintain art production workflows and pipelines by creating features, tools, plugins, and scripts to aid artists, reduce pain points, and speed up iteration cycles
  • Provide input on the ongoing development of the primary game engine, editor, and tooling to our cross functional partners on other teams
  • Maintain and adhere to a consistent art style and ensure technical requirements for assets are enforced
  • Optimize environments to keep artistic fidelity as high as possible while maintaining performance
  • Support the ingestion of finished art to the game engine, assisting in asset performance and validation
  • Create and maintain technical documentation
  • Train and mentor other artists to grow their technical skills
  • Develop the team’s shader tech and implement high-level features and maintain low-level shader code organization and optimization
  • Collaborate closely with graphics programming and our core tech teams on features that keep the game performant and achieve the highest artistic standards
  • Support the content team in debugging issues with tools, assets, or framerate
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