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3D Artist - Hard Surface


Job Description

Blackbird Interactive is seeking a passionate and experienced Senior Hard Surface Artist for a pivotal role to help develop a new IP. In this role, you’ll use your talents to both explore the visual style of the game and also rapidly work alongside designers and programmers to prototype a variety of vehicles and weapons. You’ll be part of a small, high-performing team that is responsible for setting the groundwork for a new IP. As a senior artist, you can collaborate well with others to solve problems and bring forward solutions, you can both help define a plan and also adapt it as the team learns through pre-production, and you thrive on collaborative creation. You are adept at rapidly generating ideas, prototyping with gameplay in mind, and implementing innovative solutions to challenging problems. A collaborative and experimental mindset is key for this role. 


Responsibilities
  • Work closely with Art Director and Concept Art to explore visual style for weaponry and machinery.
  • Set the benchmark for exemplary machinery/weapon assets; showcase contemporary hard surface techniques and competency in Substance Painter.
  • Collaborate with Designers and Programmers with a mindset for rapid iteration, testing quick block-out meshes in game, addressing feedback and testing changes.
  • Work with Technical Artists in the development of the hard surface art pipeline and dependencies.
  • Help establish best practices, and help write documentation/tutorials to further the goals of your team.
  • Be a collaborative problem solver by presenting solutions.
  • Proactively invest in growing your skills, knowledge and experience.

  • Requirements
  • 6+ years of experience as a hard surface artist, and a current demo reel / portfolio exemplifying your work on previous titles or personal projects Strong visual aesthetic sensibility paired with strong technical execution and problem solving skills.
  • Experience working with gameplay programmers to create art for rapid prototyping.
  • Experience working in Unreal Engine and PBR shader pipelines.
  • Maya, Blender, Zbrush, (Mudbox), Photoshop, Substance Painter experience or equivalent authoring software. Fusion 360 or Plasticity knowledge is a bonus.
  • A desire to be highly collaborative and eager to give and take constructive feedback.