Technical Artist
6 months ago
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**Location**:Hybrid and Remote work options available across most North America locations.
**WE MAKE FUN...FUNNER.**
We are Full Circle, and we're all about having fun and making great games that people want to play with their friends. As the developers of Skate, we are set to provide an experience that embraces and builds upon everything our community found special about the previous games. We believe in creating an inclusive world inside and outside of our games for our players and our team. As a geo-diverse studio, our team members around the globe can either work from home, in the office or a hybrid of both.
- "This position is open to qualified individuals anywhere in the Americas where EA operates as an employer."_
We are looking for an experienced character Technical Artist to join the Skate team. You will report to the Technical Art Director of Characters within the project.
**Responsibilities**:
As a character focused Technical Artist at Full Circle, you will be joining a team of character specialists to bring to life the joy of skateboarding. You will be working with others from all the major character disciplines within Full Circle to build the workflows and pipelines required to author content in the Frostbite engine. The Technical Artist role will focus on content creation support from digital content creation platforms (DCC) all the way through into game. You should expect to work with artists and animators to build tools, scripts, and processes which facilitate the creation and management of character content.
You will build robust tools that can be used internally by our team but also externally by outsourcing studios. Tools must exhibit proper code architecture sufficient for long term usage across multiple development cycles.
You will use your skill to collaborate with artists to create and manage large libraries of in game customizable content.
You will refine our asset management tool system to support content creation in a manner that is reliable, predictable, and efficient.
You will use your game engine experience to ensure content created by the art team is used correctly in game while monitoring the overall health status of the assets against build stability.
You will rely upon your soft skills to support artists, resolve issues, and aid in the daily operation of content production pipelines.
**Qualifications**:
**Experience**:
You should have at least 3 years of experience or have experience shipping at least one title from preproduction through post launch support, and you directly supported character development.
Coding skills:
You should have mastery of general Python coding development and be able to demonstrate experience using it within Maya. Knowledge and ability with C# is a major plus.
DCC experience:
You must show ability and experience in Maya, Photoshop, Perforce (Helix), and at least one major IDE. Experience and ability with Houdini or Adobe Painter is a major plus.
Other considerations:
Your experience with licensed content, wardrobe production, cloth simulation, deformers, LOD generation, or procedural workflows will be highly desired.
- COMPENSATION AND BENEFITS
- The base salary ranges listed below are for the defined geographic market pay zones in these locations. If you reside outside of these locations, a recruiter will advise on the range and benefits for your specific location.-
BASE SALARY RANGES- California (depending on location e.g. Los Angeles vs. Sacramento):
º $95,450 - $141,800 USD Annually- New York (depending on location e.g. Manhattan vs. Buffalo):
º $89,200 - $141,800 USD Annually- Jersey City, NJ:
º $105,250 - $141,800 USD Annually- Colorado (depending on location e.g. Denver vs. Colorado Springs):
º $89,200 - $118,550 USD Annually- Washington (depending on location e.g. Seattle vs. Spokane):
º $89,200 - $130,750 USD Annually- British Columbia (depending on location e.g. Vancouver vs. Victoria):
º $77,600 - $119,000 CAN Annually
- Base salary is just one part of the overall compensation at EA. In the US, we offer a package of benefits including paid time off (3 weeks per year to start), 80 hours per year of sick time, 16 paid company holidays per year, 10 weeks paid time off to bond with baby, medical/dental/vision insurance, life insurance, disability insurance, and 401(k) to regular full-time employees. Certain roles may also be eligible for bonus and equity. For British Columbia, we offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, paid top-up to EI/QPIP benefits up to 100% of base salary when you welcome a new child (12 weeks for maternity, and 4 weeks for parental/adoption leave), extended health/dental/vision coverage, life insurance, disability insurance, retirement plan to regular full-time employees. Certain role
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