Material Artist
Europe
Seedworld Studios /
Full-time /
Remote
Material Artist | Seedworld
We are seeking for experienced Material/Shader Artist to work on one of the biggest Metaverse projects ever Seedworld on Unreal 5.2+. As a material/shader artist, you will deploy your excellent understanding of Unreal and usual artist software (Substance Painter, Designer, Zbrush, etc.) to create and optimize shaders for assets and landscapes for Seedworld.
Responsibilities:
To work closely with the Art Department team to develop shaders for assets and landscape as part of the vital look development phase.
Shader development should match the artistic style of Seedworld.
Shader and procedural textures development will be based on reference artwork, paint overs and look development target imagery under the Art Director's supervision.
To help create quality shaders for human characters as well as fantasy that match the Art Director’s expectations.
Apply knowledge of shader optimization for memory and frame rate budgets.
Work with Art Directors, Technical Artists, and Developers to understand technical requirements and ensure the pipeline is as efficient as possible.
Research into new shader development techniques and apply them to production.
Ability to create custom nodes or functions required by the research and development.
Active participation in technical and artistic discussions and problem-solving.
Ability to summarize his work and documentation to make internal and outsourcing communication better for the full team.
Required Qualifications:
5+ years of shader development experience in the gaming industry with at least one AAA game shipped on PC or console in the last 5 years.
5+ years of experience using Maya, Photoshop, Z-Brush, Mudbox, or equivalent.
5+ years of shader development for Unreal, on all its shading tools. (Node, Blueprint, HLSL, …)Development experience would be an appreciated plus. (C++ programming, etc.)
Desired Qualifications:
Strong experience with developing and compiling shaders within Unreal.
Good visual and technical understanding of shading, texturing, and look development.
Good artistic eye to complement the technical knowledge and ease collaboration with the Art Director.
Experience with complex and specific shaders (Water, SSS, Foliage, etc.)Experience with OpenGL GLSL/HLSL
Strong experience with lighting both from a technical and artistic perspective within Unreal.
Strong knowledge of all the 3D requirements before shader (UV, Texture Layout) and common texturing pipelines.
Fast, organized, collaborative, and able to handle feedback.
Strong organizational, and communication skills and a fluent level in English along with an understanding of production values, deadlines, and priorities.
Bonus Skills:
Experience with developing shaders in ShaderFX for Maya essential.
Knowledge of scripting (Python, Mel, C++ scripting, Blueprint) useful.
Experience with FX shaders.
Location:
100% remote
Benefits:
21 days of holidays / year + local bank holidays.
Sick days.
Budget for training/courses.
Budget towards purchasing work equipment such as laptops.
Monthly salary paid in stable coins (USDC)