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通用信息

地点:Montreal, Quebec, Canada 
  • 地点: Montreal
  • 州:
  • 国家/地区: Canada


角色 ID
206374
工作人员类型
Regular Employee
工作室/部门
EA Studios - Motive Montreal
弹性工作安排
Hybrid

描述和要求

Electronic Arts 打造更高层次的娱乐体验,激励世界各地的玩家和粉丝。在这里,每个人都是故事的主角。活跃社群,畅联全球。这里充满创造力,鼓励新观点,注重好创意。这是一支人人都能让游戏成为现实的团队。

(Pour visualiser la description de poste en français, veuillez sélectionner le français dans le menu déroulant au haut de la page sous "Select Language".)

Our motive is to develop innovative action games set in iconic worlds where every player feels like the hero. Let's say that again—iconic worlds where every player feels like the hero.Our passion has taken us from imagining dogfighter pilots in Star Wars™: Squadrons to re-creating Isaac Clarke onboard the Ishimura in Dead Space™.

Currently, we're working on two exciting projects, an original Iron Man™ action-adventure game and what's coming next for Battlefield™.
We believe in sharing our passion with our community and each other, fostering an inclusive culture, and nurturing a growth mindset.
Although our approach may seem simple, it leads us to create the best work of our careers, bringing unique and immersive experiences to our players.

Motive is looking for a Material Artist to join its Iron Man team using Unreal Engine 5. You will work with art Leads and Directors, lighting artists, environment artists, tech artists, and graphics engineers in the development of our physically based materials pipeline to bring the gameplay experience to life on our next AAA title.


Responsibilities:

  • Collaborate with the Technical artists and Senior texture artists, Directors, and Leads in defining, creating, and maintaining the PBR workflow and a material, filters, and surfacing library to ensure artistic and technical consistency of the texturing output at high quality and within engine specs.
  • Through sculpting, scanning, or from scratch in Adobe Substance and Adobe Suite, (or equivalent), create and integrate materials, and textures, as well as generators and Material functions to help achieve the art and creative direction.
  • Coordinate, create, and implement photogrammetry source assets within UE5 and edit materials for architecture and Props.
  • Collaborate with art, technical art, and engineering team members to determine the best surfacing strategy for the project and ensure the materials pipeline is efficient and performant.
  • Document and evangelize the material development pipeline and asset library to ensure team and external partners have clarity on best practices.
  • Focus on continual learning, research, and development of new approaches in the material generation domain.
  • Partner with Directors, Development Directors, and art leadership on maintaining scope and priorities through the phases of development.
  • Create materials using node graphs and keep them well-structured and aligned with Tech-art guidelines.
  • Determine and drives material graph standard across the project and ensure materials are scoped and used effectively.
  • Demonstrate an in-depth understanding of the game’s terrain system.


Qualifications:

You have a Thorough knowledge of the game development process and:

  • 5+ years' experience as a material artist or environment artist in the video game industry.
  • You demonstrate expertise in Adobe Substance Suite (Painter and designer) to create complete libraries of environment PBR materials, generators, and textures.
  • You show great skills in sculpting details for Atlases and trims, organic blends and your materials bring life to any environment.
  • Experience implementing photogrammetry materials.
  • An eye for spatial composition, lighting, color, textures, and building believable scenes.
  • Ability to paint believable surfaces on baked assets, using industry-standard software (Substance Painter-Mari) with a great eye for material aging - weathering, storytelling, and context.
  • Examples of your knowledge of the material creation pipelines in UE5.
  • Willingness and ability to adapt to new processes and pipelines.


Portfolio Requirements:

A link to your portfolio must be included with your application/resume. All portfolios should contain a breakdown of the work. It must be very clear what you are responsible for in your reel, screenshots, scanned pictures, web page portfolio, etc. Please include as many tiled and one-to-one materials created using both procedural and 3d sculpted techniques.




Electronic Arts
我们拥有全面的游戏组合和丰富的体验,在世界各地设有分支机构,而且在整个 EA 提供大量机会。我们非常重视适应能力、韧性、创造力和好奇心。我们提供领导岗位让您发挥潜力,为学习和尝试提供空间,赋能您出色地完成工作并寻求成长的机会。

我们对福利计划采用整体方法,强调身体、情感、财务、职业和社区健康,以支持平衡的生活。我们的套餐专为满足当地需求而量身定做,可能包括医疗保险、心理健康支持、退休储蓄、带薪休假、家事休假、免费游戏等。我们营造和谐的环境,让各个团队始终都能尽展所能。

Electronic Arts 是一个注重机会平等的雇主。在聘用员工时不会考虑其种族、肤色、国籍、血统、生理性别、社会性别、性别认同或表达、性取向、年龄、遗传信息、宗教、身心障碍、医疗状况、怀孕状况、婚姻状况、家庭状况或兵役状况,或任何受法律保护的其他特征。我们也会遵守相关法律,考虑招聘有过犯罪记录的合格应聘者。EA 还会根据适用法律的要求,为合资格的残障人士提供工作场所的便利。