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ОБЩЕСТВО С ОГРАНИЧЕННОЙ ОТВЕТСТВЕННОСТЬЮ "ЦЕНТР НАЦИОНАЛЬНЫХ ИНТЕЛЛЕКТУАЛЬНЫХ СИСТЕМ" ИНН: 9704271170
описание
No description
задачи
Build and maintain the full technical pipeline from importing assets from DCC tools to the final in-game frame using Maya, Blender, ZBrush, Substance, and Unity;
Configure and optimize the URP rendering pipeline, lighting, and post-processing to maintain stable FPS across a wide range of devices;
Define rigging requirements and review rigs produced by the art team;
Integrate and optimize VFX for shooting, impacts, and abilities without compromising performance;
Profile and optimize graphics using Unity Profiler, Frame Debugger, RenderDoc, Xcode GPU Frame Capture, and Android GPU Inspector;
Define and maintain polygon, texture, and memory budgets for each platform;
Prepare technical requirements for programmers developing tools for artists;
Ensure visual assets comply with approved IP-holder guidelines and prepare materials for reviews and approvals;
Write and maintain technical documentation.
требования
5+ Years of experience as a Technical Artist / 3D Artist with a strong focus on technical art;
Strong knowledge of Unity, including the asset pipeline, ScriptableObject architecture, Editor scripting, and Addressables;
Hands-on experience with the URP rendering pipeline, including baked, mixed, and realtime lighting, Light Probes, Reflection Probes, and Post-Processing;
Strong 3D modeling and topology skills, including hard-surface modeling, retopology, and working within polygon budgets for mobile platforms;
Solid understanding of rigging and skinning for characters and weapons, including IK/FK and blend shapes;
Strong knowledge of the UV/PBR texturing pipeline using Substance Painter/Designer, including channel packing and texel density;
Professional-level experience in graphics profiling and optimization for mobile devices, including draw calls, batching, overdraw, memory usage, and thermal throttling;
Experience working with Git/Git LFS or Perforce for art assets;
Strong attention to detail and the ability to maintain a high level of visual quality under strict technical constraints;
Nice to have: strong knowledge of shaders, including Shader Graph and hand-written HLSL/ShaderLab, understanding of PBR, shader variants/keywords, and shader performance cost, experience working on shooter games including weapons, shooting VFX, recoil, and hit reactions, experience setting up CI/CD pipelines for art content and automated asset validation, public examples of technical tools and/or shaders such as a portfolio, GitHub, or ArtStation with technical breakdowns, experience developing internal tools for artists in C# including EditorWindow, CustomInspector, and AssetPostprocessor.
условия
Part-time/full-time remote work;
Salary in $;
Zero bureaucracy, minimal micromanagement, and streamlined approvals;