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Found 6 results

  1. Please apply through the following link: http://gr.8job.co/I1hm8HB3 Founded in 2010 by the original creators of the Call of Duty Franchise, Respawn was created with the philosophy that when talented people have creative freedom, they'll make extraordinary games that achieve the unexpected. Our shipped titles include critically acclaimed multi-platform games Apex Legends, Titanfall, Titanfall 2, Star Wars™ Jedi: Fallen Order and Medal of Honor: Above and Beyond. You can learn more about our studio and values at respawn.com/studio. In collaboration with Lucasfilm, the Star Wars FPS Team is developing a new AAA FPS in the Star Wars galaxy. Inspired by classic titles like Dark Forces and Jedi Knight: Dark Forces 2, our story-driven single player game is being developed from the ground up leveraging the power of Unreal Engine 5. We’re combining this inspiration and technology with Respawn’s pedigree for making best-in-class shooters to deliver a brand new experience our players will love. We are looking for an experienced and knowledgeable Senior Technical Artist to join our Star Wars FPS team. This role is for a specialist in procedural content creation and tools. Our ideal candidate has extensive experience building tools and pipelines in Houdini and enjoys the challenge of empowering art teams with flexible tools that adapt to change. If you thrive in procedural node networks and want to help build a galaxy, we’d love to hear from you. What you'll do... Develop new procedural tools and help build new assets, locations, and empower our art teams to do innovative new techniques. Collaborate with Environment Art, Character Art, Level Design, VFX, and other disciplines to automate repetitive processes. R&D and evaluate new procedural tools and adapt them to our project, including new features in Unreal 5.2. Establish and maintain best practices, quality bar, pipelines, and documentation. Work with engineers, artists, and designers to address game performance and memory usage issues. Constantly raise the quality bar, develop new solutions, and streamline processes. Ideally, you will have... 4+ years of games industry experience as a technical artist or other technical discipline. Portfolio that shows relevant technical experience in games (tools, pipelines, etc.) A deep understanding of Houdini and Houdini Engine. Secondary experience with other tool sets like Blender Geometry Nodes is a plus. Strong scripting experience in Python, VEX, HLSL or others is a plus. Experience with Blueprint scripting is a plus. Strong understanding of pipelines and how to design and optimize them. Ability to own a challenging issue and find practical solutions. Strong understanding of game engines and art integration as well as corresponding technical restraints. Experience addressing game performance and optimization, ideally in Unreal. Ability to both receive and deliver constructive criticism. If this opportunity sounds like a great fit for you, please submit your resume and portfolio and we will get back to you once we have reviewed it. In addition to opportunities for creative impact and professional growth which come with being a member of our team, working at Respawn has many other perks and benefits! Learn more at respawn.com/perks. Please apply through the following link: http://gr.8job.co/I1hm8HB3
  2. Hi all I'm trying to bake hair textures to cards I've generated. The built in Houdini baker requires a camera which I don't think is ideal. Saber mentions a technique in this video (at around the 30min mark) where he uses Mantra to sample at every normal to capture the data, but he doesn't show how. Can anyone offer any ideas on how to implement this? Thanks so much!
  3. CREATING PROCEDURAL JAPANESE CASTLE Hi, In this tutorial you will learn how to create a procedural Japanese castle generation tool in Houdini 18. How to automatically generate interior and exterior using point instance. The method allows to add portions that can interact with the player (e.g., opening the doors). Provides the ability to speed up the creation of content for games. The tool can be reused in different projects with different types of stylization, because we will use prefabricated props. *Free Demo version: https://gumroad.com/rart#YcpjX *Full version Gumroad: https://gumroad.com/rart#iPTrw *ArtStation Marketplace: https://www.artstation.com/a/164141 Video Presentation WHAT'S INSIDE? 27 Video Chapters (12 hours of tutorial) Houdini 18 Project File Unreal Engine 4.24 Project File + all assets PDF Documentation (54 pages). HDA Asset INTRODUCTION Chapter_1_[1]Project_Setup - 2 min. Chapter_1_[2]Creating_Custom_Nodes - 9 min. Chapter_1_[3]Size_Controls - 15 min. Chapter_2_[1]Creating_Wall&Corners - 40 min. Chapter_2_[2]Creating_ExteriorCeiling&Floor - 44 min. Chapter_2_[3]Creating_Stairs&Ceiling - 38 min. Chapter_2_[4]Creating_InteriorWalls&Doors - 47 min. Chapter_2_[5]Procedural_Tatami_Layout_Generation - 42 min. Chapter_2_[6]Unreal_Engine_Test - 12 min. Chapter_3_[1]Creating_Exterior_Wals&Corners - 31 min. Chapter_3_[2]Creating_Stairs&Ceiling - 25 min. Chapter_3_[3]Creating_Interior_Walls&Doors - 28 min. Chapter_3_[4]Creating_Tatami_Layout - 25 min. Chapter_3_[5]Unreal_Engine_Test - 7 min. Chapter_4_[1]Creating_Interior_Walls - 21 min. Chapter_4_[2]Creating_Exterior_Walls - 24 min. Chapter_4_[3]Unreal_Engine_Test - 5 min. Chapter_5_[1]Creating_Interior_Bridge - 42 min. Chapter_5_[2]Creating_Stairs&Floor - 19 min. Chapter_5_[3]Creating_Exterior_Walls - 27 min. Chapter_5_[4]Creating_Balcony_Structure - 45 min. Chapter_5_[5]Unreal_Engine_Test - 10 min. Chapter_6_[1]Creating_Sides_Floor - 16 min. Chapter_6_[2]Creating_Stairs_Zone - 38 min. Chapter_6_[3]Creating_Ceiling - 22 min. Chapter_6_[4]Creating_Corners - 14 min. Chapter_6_[5]Completion_HDA_Asset - 80 min. TOOLS Houdini 18 Unreal Engine 4.24 MINIMUM REQUIREMENTS Beginner-Intermediate Houdini Knowledge *Free Demo version: https://gumroad.com/rart#YcpjX *Full version Gumroad: https://gumroad.com/rart#iPTrw *ArtStation Marketplace: https://www.artstation.com/a/164141 Thank you!
  4. Register here: https://attendee.gotowebinar.com/register/7789605953914422787 Michael Lyndon - from game developer The Coalition - is our guest host, joining SideFX's Luiz Kruel in this webinar on Houdini for Games - featuring examples from the just-released Gears of War 4. Topics include: • Transitioning from Film to Video Games as a Houdini Artist • Differences between real-time and offline VFX for a Houdini artist • How to work within the constraints of real-time • Rigid body destruction – building and optimizing a pipeline for speed and detail • Creating velocity fields and flowmaps • Creating looping fire sequences • Using Houdini to Prototype ideas • How we improved our rain system
  5. I thought this video by Seb Potter showing his procedural workflow for creating and populating low poly trees was pretty cool. https://youtu.be/006iPuxJyV0
  6. You might have already seen this when it was published back in January, but here's a Gamasutra article about procedural workflows for games written by Side Effects Software President and CEO Kim Davidson. http://www.gamasutra.com/view/news/233899/Sponsored_Go_Procedural__A_Better_Way_to_Make_Better_Games.php
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