This is a projsct-based role.
Where you sit: You receive a complete, pre-animated Unreal scene and bring it to final visual quality. You do not animate, and you do not build navigation or UI.
You will receive
- The full scene as rigged, animated, UV-laid geometry (USD), plus the deforming umbilical as an Alembic geometry cache and curated per-step cameras — untextured and unlit.
- Reference frames defining the look, and a written look brief.
Scope / deliverables
- Environment — build the full real-time world in Unreal: water surface and water column, subsea depth-fade and colour grade, volumetric lighting and light shafts, suspended particulate and atmosphere, seabed terrain and materials, surface and sky as required.
- Materials — author PBR materials for all assets (vessel, deck spread, umbilical, buoyancy and ballast modules, client-supplied proxies) to the look reference. Build these as a reusable material library.
- Lighting — set up scene lighting (subsea key lighting, depth, mood) to the reference standard.
- Output — deliver a lit, textured Unreal level matching the agreed look, ready for the interactive developer to build on.
Required skills
- Strong Unreal Engine: lighting (Lumen), material editor, water/ocean systems, volumetric fog and light shafts; Niagara (particulate) an advantage.
- PBR texturing and real-time environment art; underwater/subsea or atmospheric work strongly preferred.
- Competent importing USD scenes and Alembic geometry caches, with correct unit and axis conversion.
Out of scope
Animation (provided), camera navigation, UI, packaging. No translation of offline or procedural shaders — materials are authored natively in Unreal.
Deliverable & sign-off
Unreal level with environment, lighting and materials, plus the reusable material library. The client signs off the look before interactive development begins.
If you're interested, get in touch with me at tsealy@intense-animation.com so we may discuss details.