Responsibilities
1. Responsible for technical art related functions, complete the implementation and tuning of functions such as material/Shader development/rendering features/tool pipeline, and improve project performance 2. Discover the needs and problems in each link of art production, and work closely with colleagues in functions such as programming and art to provide support, improve processes and improve efficiency 3. Cooperate with art and engine colleagues to formulate project resources, performance specifications and supporting automated detection tools, and ensure the implementation of specifications and tools in the project.
Qualifications
1. Bachelor degree or above, computer science and related majors 2. Good graphics foundation, familiar with common rendering pipelines and rendering underlying principles, familiar with at least one common game engine 3. Good aesthetics, ability to identify factors that affect rendering effects such as materials and lighting, understand the industry's top effects and formulate optimization directions 4. Familiar with HLSL and Shader development 5. Familiar with Profile tools such as Renderdoc, able to locate and solve rendering problems in projects 6. Familiar with common DCC software, such as MAYA, ZBrush, Substance series, Photoshop, Blender, etc. Bonus points: 1. Familiar with UE5 engine, with blueprint and C++ foundation 2. Experience in projects with top performance effects such as 3A games/digital humans 3. Experience in face pinching/character production systems 4. Experience in PCG direction, able to design basic generation capabilities and connect with AIGC capabilities provided by the department 5. Familiar with character motion capture/animation optimization, familiar with character dynamics/physics is preferred.