Careers

 

Please make sure your demo reel indicates what you were responsible for in the shots or scenes, as sometimes it will involve work from feature or games where many people worked on that particular scene.

 

 

You can email your contact information to Contacts and link to your demo reel or portfolio and please make sure you include clearly exactly what parts you were responsible for.

If you have competencies and understand the following, then we are definitely looking for you.

 

3D Modeling:

  • Hard surface modeling in Maya
  • Organic sculpting in ZBrush and/or Maya
  • ZBrush to Maya and vice versa workflow *This includes re topologizing and paying close attention to poly budget and edge flow, while keeping the overall look intact!
  • Creating Level Of Detail models.
  • Attention to Edge Flow and attempting overall equal quad distribution
  • Creating appealing characters, and modeling them from concept.
  • Attention to edge flow for deformation/animation, paying close attention to what riggers may require from models to reduce rework.
  • Exporting high and low resolution models from ZBrush/Maya to FBX. Including LODs.
  • Staying within poygon budget as set forth by the game design document. ( no 4+ sided polys, no holes, etc.. )
  • Using mesh cleanup to debug and fix mesh issues.
  • Using edge topology to control model edge sharpness.
  • Creating environment models/kits to apply using modular level design, matching a particular art/concept style.

 

UV Mapping

  • Creating UV Shells in Maya.
  • 3D Unwrapping/Unfolding for hard surface, and organic uv mapping
  • Placing UV Seams, editing sewing and cutting.
  • UV’s for seamless tiling, vs manual UV shells.
  • UV tiling and scaling and how to adjust them.

Surfacing / Texturing

  • Surfacing using Substance painter on 3D Models
  • Baking normal maps from high resolution models using substance painter.
  • Difference between diffuse, normal, metallic and roughness channels in physically based rendering lighting models.
  • Creating and/or using seamless 2D textures and how to apply them in substance and in unreal engine
  • Texture tiling and scaling
  • Baking and exporting PBR channels using substance.
  • Importing and creating Substance designer materials, and using them in painter.

Skinning and Rigging

  • Bind poses in maya, T vs A pose modeling/rigging and default bind poses, and how to edit and reset them using Python and Maya.
  • Using the Skin deformer in Maya for skinning vertices to skeletal joints.
  • Solid understanding on how skeletal animation works, parent vs child joints and a basic understanding of matrix algebra to accomplish this.
  • Understanding of what can, and can not be exported via FBX, like Maya constraints and rig controls.
  • Able to skin a 3d model, using the skin deformer by affecting vertex influence per bone(s) in Maya and abiding to the maximum bone restrictions set forth by the game design document.
  • Understand what a rig is, and what the difference is between skinning and rigging.
  • Able to create a rig, using the scripts provided by the company, and to ensure all controls work as expected. And to edit/create the Python scripts if problems are encountered.
  • Understand what are blend shapes, and how to create and edit them in Maya using Shape Editor, and in which order they must be exported to FBX for use in the game engine.
  • Be able to bake/wrap blend shapes down onto lower LOD models using shrink wrap and Python scripting for export to FBX.
  • Be able to apply skinned vertex blend weights to lower levels of detail on characters/organic models, by creating or using scripts (usually provided) and ensuring they work as intended.
  • Be able to create/edit and debug Python scripts for workflow automation, example: Applying Blend shapes, Skin weights applied to lower LOD models.
  • Understand and be able to use Maya node editor, to find nodes, or their properties for use in Python scripts.
  • Differentiate between IK and FK, and to create rigs accordingly, i.e foot IK, hand IK, and to be able to blend between IK or FK using the rig controls. *This must be applied to character models for import into UE4
  • Define and create rigging controls using Maya and python scripts, including editing/debugging these scripts if there are problems.

Animation

  • A Basic understanding of what skeletal animation is, and how joints affects vertices.
  • How to create skeletal animation using the control rig.
  • How to edit or fix animation issues, or at least how to go about debugging issues using the hyper graph in Maya.
  • How to create appealing animations.
  • How to import and retarget animations from a 3rd party source, or an external source from a different skeleton, including resetting the bind pose and bone axis and how to create scripts to automate this process.
  • Understand how bones are oriented, and how to change or re-align these orientations using Maya Python scripting, without moving/rotating the bones themselves.
  • Have a solid understanding and concept of the 12 principals of animation.
  • Understand the difference, and when to use step vs smooth key frames.
  • What is blocking in animation?
  • How to edit splines/tangents using the hyper graph in Maya.
  • How to cycle and offset key frames using Maya hyper graph. *To create chain like animations.
  • What is root motion, when must it be used for animation in 3D game characters?
  • How to negate an imported animations root motion, or how to apply root motion, and how to script this in Maya Python.
  • How to automate, create/edit and debug any task/workflow using Python in Maya, that can be done manually.

Unreal Engine

  • Importing FBX models. This includes LOD and setting up any required collision in UE4 either via UCX meshes, or in UE4 itself.
  • Creating materials/shaders using instanced materials, and applying them to assets.
  • Using Camera fade to hide tiling materials.
  • Creating material functions for complex materials and to create reusable modular shaders.
  • Creating and editing blueprints, and when to use them.
  • Creating and editing C++ classes and when to use them, as according to game design/spec.
  • Creating and applying dynamic materials in game, and setting parameters on the in game via either blueprint or c++.
  • How to debug and identify potential FPS issues using Unreal Engine.
  • How to debug, identify potential issues and optimize blueprints and/or C++ code.
  • A solid understanding of the game loop. ( Rendering, Physics update, Animation update )
  • A solid understanding of the static and skeletal mesh pipeline.
  • Creating and using animation blueprints, animation events, animation curves, animation montages and how root motion affects all of these.
  • How to import animation from FBX, and apply it to a specific skeleton.
  • How to dynamically spawn a mesh, and edit it’s properties in Editor (C++).
  • How to dynamically spawn actors in the game world using C++ and blueprint.
  • How to create and use animation blend spaces in Unreal Engine.
  • How to re target animation from one skeleton to another
  • Level design, placing actors from environment kits to create a specific level using modular level design principals.
  • Creating Particles using cascade UE4. ( Beam, environment, once off, looping )
  • Changing particle parameters dynamically at runtime, for example changing the beam source and target.
  • Understand how to create particle LODs.
  • Manipulating joints/bones in animation blueprint to perform game specific actions, like head/shoulder look at/aim using c++ and blueprints with the animation blueprint.
  • Animation Montage for once off animations, vs looping animations and how to apply them from the anim blueprint using animation blend spaces targeting specific bones.
  • Performing animation blends by joint hierarchy, such as shoulders/legs for running/crouching and aiming using the animation blueprint.
  • Using IK in animation for things like feet and hands to stop or reach physics blockers.
  • Rigid vs Soft body dynamics/physics and how to apply forces on actors using blueprints or c++.
  • Optimizations like LOD, Culling, Animation Update on Camera view and how to control and tweak it in UE4.
  • A general knowledge on Dynamic vs Static Lighting and when to use it, how it affects performance.
  • How to control post process effects using volumes in UE4.
  • Physics and blocking volumes in UE4.
  • Fog ( including volumetric, atmospheric and exponential height ) and how to use and tweak it in UE4.
  • Understand how to dynamically change the camera in game using ViewTargetBlend
  • How to possess another character dynamically in game.
  • How to control blend shapes/morph targets using the animation blueprint in c++ and blueprints.
  • How to call C++ functions, events in blueprint.
  • How to save/load game data.
  • How to create and design data structures and enums for use in c++ and blueprints to persist game state.
  • How to create c++ UE4 plugins, including code/content.
  • How to debug physics issues. Which physics settings to check/tweak for the correct collision response.
  • How to perform run time and editor physics queries, and then to target specific physics channels. Including traces against the landscape.
  • What is the difference between a Line/Ray trace and a Swept Shere?
  • How to ignore certain actors from physics queries.
  • When and how to implement and override the ‘Tick’ event in c++ and blueprints and why.
  • Control animation updates vs skeletal mesh visibility for performance.
  • How to set and tweak the LOD and cull distances on meshes.
  • How to go about simplifying or approximating a complex shader/material for performance.
  • How to import landscapes, how to choose the optimal landscape size.
  • How to import tiled landscapes using world composition from tools like World Creator and World Machine.
  • How to use the procedural foliage tools to populate a landscape with foliage.
  • Create materials that can darken/lighten a given texture using a material function or simple mathematical function.
  • How to dynamically (using c++ and blueprints) create instanced static meshes.
  • What are instanced meshes? And what can be instanced in UE4? What information is shared across instanced meshes and what is not.
  • Solid understanding of the Character movement component.
  • Using physics to move objects vs Vinterpto… and when ( AND HOW ) to use which one.
  • Using UV maps to import vertex animation.
  • The list is actually much longer but if you got this far, and you could answer all of the above then you are in the right place BECAUSE SO CAN OUR GAME DEVS! Get in touch and Let’s CHAT!

 

Optional Competencies

  • Speed Tree
    • How to create grass, bushes, trees and how to change their look according to season.
    • How to export them for use in UE4
    • How to generate texture atlas and billboards for more efficient LOD
    • How to change/edit the wind properties for vertex animation
    • How to optimize a heavy foliage asset.
    • How to import this foliage asset into UE4, and use it in procedural foliage, or as a painted landscape mesh.
  • World Creator
    • How to create single and tiled worlds
    • How to export single and tiled landscapes
    • How to import these into UE4 with the correct scale and coordinate flipping settings.
    • How to export heatmaps for textures/splat maps.
    • How ti import heatmaps and splat maps into UE4 using these exported maps.
  • Photoshop
    • How to create a seamless/tile able texture.
    • How to script/batch/automate this process in Photoshop.
    • How to darken/lighten a texture