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[FULL-TIME] [USA] Technical Artist at Visible Body (education/science apps)

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We're looking for a full-time mid-level Technical Artist for educational anatomy/scientific apps at VisibleBody. We use 3ds max and Unity. Strong attention to detail is important. This role will report directly to me, so feel free to ask questions, or apply directly at the link below.

The company is based in Framingham, Massachusetts, USA. We're currently working remotely due to the pandemic, but eligibility to work in the USA is required.

This is for an educational software company, not a game company, but we use Unity and follow similar processes to gamedev.

https://www.linkedin.com/hiring/jobs/2681209476/detail/

Company website:
https://www.visiblebody.com/

Below I'm pasting the job description from LinkedIn:

About the company:

Visible Body makes learning and teaching anatomy and physiology visual and engaging. We invent apps that advance the way students learn and healthcare professionals practice. Our inspiration comes from the dynamic world of 3D games and mobile devices. Our compelling, interactive, and highly accurate visualizations launch anatomy education far beyond written text, flat images and plastic models.

Job Description:

Visible Body is seeking a highly motivated Technical Artist to work with product managers, 3D artists, and software developers to efficiently and innovatively bring anatomy, physiology, and other life science models to life in our apps. The Technical Artist will be an expert resource for our content development team of highly trained medical artists and assist with the creation of game-ready 3D assets by providing tools and ensuring best practices are followed.

Responsibilities:

  • Continuously improve 3D production pipeline practices
  • Work with Technical Art Manager, 3D Artists, and Software Developers to optimize assets, pipelines, and processes
  • Review 3D models to ensure 3D Artists follow best practices
  • Troubleshoot technical art issues and propose solutions
  • Contribute to internally developed artist tools, identify team needs, and propose new tools and techniques. Prioritize proposals with Product Owners, 3D Art team, and Technical Art Manager. Work with Software Developers to ensure successful completion of work
  • Work on an agile scrum team of Artists and Software Developers
  • Work on a variety of tasks as needed, such as rigging, particle systems, or custom shaders

Required:

  • Three or more years of experience in a Technical Art role for interactive 3D apps or games. 3D Art or Software Development experience acceptable if Technical Art skill level is sufficient
  • Solid understanding of modern DCC software and 3D engines and the technology behind them. 3ds Max and Unity strongly preferred
  • Knowledge of real-time 3D asset optimization techniques and practices.
  • Proficiency in one or more technical art sub-discipline, such as rigging, shader creation, particle systems, or real-time lighting
  • Excellent interpersonal and communication skills
  • Excellent planning and organizational skills
  • Ability to adhere to a schedule and work within performance and memory limitations
  • Strong critical thinking and troubleshooting skills
  • Ability and desire to continuously learn and to help others do the same

Preferred:

  • Experience as member of a scrum team
  • Experience with JIRA or similar defect-tracking system
  • Experience with git or other version control system
  • Game engine scripting/coding experience using C#
  • HLSL, Cg, and/or Unity ShaderLab
  • MAXScript
  • Skill in one or more 3D art sub-discipline, such as 3D modeling, UV unwrapping, texturing, or animation

What We Offer:

  • Casual, friendly work environment
  • Team-oriented culture
  • Great benefits (health, dental, 401k)

Job Type: Full-time

COVID-19 considerations:

Temporarily working remotely due to COVID-19.

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