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Hey there, We're developing our own pipeline that will be set up as a saas product and are looking for another experienced developer to join our team of talents. Find out more info here: https://arxanima.com/career/pipeline-developer2 All the best, David
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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
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[ PAID GIG / PER PROJECT ] ROHTAU STUDIO We are a fully independent studio of like-minded artists doing high-end work for advertising, installations, and special projects and soon will be also doing TV and Film work. Our environment is a friendly one with top-notch infrastructure and a phenomenal artist-friendly pipeline. We work exclusively on the cloud so we can hire great people, our team is fantastic so please DM me or email me directly to chat, we have a few things lining up and will certainly need help. Job Position: Houdini Generalist / Houdini Lighting TD Render engine: Redshift Location: Remote Description: 30sec commercial, full CGI hyper-realistic look. Start: ASAP Duration: Minimum of 6 weeks, probably a lot more. Contact: jordi@rohtau.com Don't be shy, we want to know from you.
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Hello Everybody! DIGIC PICTURES has some new job openings for FX Artist roles! FX Artist (staff - on site/remote): https://digicpictures.hrfelho.hu/job/30/effect-artist FX Artist (freelance - remote): https://digicpictures.hrfelho.hu/job/47/freelancer-effect-artist Come join us!
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The Advanced Visualization Lab (AVL) at the National Center for Supercomputing Applications at the University of Illinois at Urbana-Champaign is looking for a Houdini artist for an hourly contractor position, expected to be <10 hours per week. The position is remote. The work would involve helping the AVL team create cinematic scientific visualizations of datasets like black holes and stars. Prior visualization experience not required. Please see the attached job description and AVL demo reel to get a sense for the type of work. Apply here: https://forms.illinois.edu/sec/1933699974 Houdini_Artist_Job_Description.pdf
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Hi guys, We have an opening for a SG Generalist in our Berlin office. Full time or part time. If anyone is interested you can write me on my mail or private message. https://www.transparenthouse.com/blog/open-positions-at-transparent-house-berlin/
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Want to apply your Technical Art skills to space exploration, orbital data and solving real world problems? I'm looking for a long-term contract Technical Artist with Unreal and Houdini experience to join my team in the new Strategic Missions & Technologies group (Space, Federal, Quantum) at Microsoft. Great W/L balance in a diverse team of experiences and backgrounds. Will consider fresh graduates with the right skills. Must be US citizen or permanent resident. https://www.linkedin.com/jobs/view/2903079481/
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Hi Everyone; My name is Tim, long time odforcer , houdini user ,born as an artist will die as an artist. Right now I am working as head of FX and CFX departments in Canada for Mr.X . In case you haven't heard of us visit our web-page.(Link Below) https://www.mrxfx.com/ I am looking to strengthen my team in Toronto, for our upcoming shows. So I am looking for mid to senior FX and CFX Artists ,TDs and Leads. We are offering at least a year long contract for suitable candidates. If you think you are a suitable candidate please send me an email at timucin.ozger@mrxfx.com with below information. Title: FX Candidate / CFX Candidate / Lead FX or Lead CFX Content: Link to a reel A possible start date Position Intended This position is not for remote work. Relocation is required. Thanks for reading.
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Hey Everyone, Digic Pictures is now hiring for Freelance Houdini FX Artist position! If interested, please apply here: https://digicpictures.hrfelho.hu/job/47/freelancer-effect-artist
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Want to work at the crossroads of 3D Content Creation, Machine Learning and Cloud Compute while collaborating with teams in Azure, Mixed Reality (AR) and XBox? We have an exciting long-term contract position for a talented TA/TD: https://www.qanalysts.com/careerportal/#/jobs/129131 Position is open to anyone residing in the USA who has employment authorization. PM me or reach out on LinkedIn for more info. Thanks! Geordie Moffatt https://www.linkedin.com/in/geordiemoffatt/
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Hello everyone, UPP Advertising (www.upp.cz/advertising) is looking for a Houdini Rigging Artist for a long-term cooperation. If you are interested, send me your showreel and CV to email: martina.sramkova@upp.cz Have a nice day, Martina HR Recruiter
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Houdini environment artist We are UPP Advertising (www.upp.cz/advertising) and we are looking for our studio in Prague an experienced Houdini artist to help us generating large scale and full CG natural environments in photoreal quality. Desired experience and skills: - demonstrable experience creating photoreal and consistent quality outputs using Houdini terrain tools - ability to optimize and efficiently work with data-heavy Houdini scenes - experience with full CG environment shots assembly, shading and lighting (Mantra, Redshift) - ability to use VEX - experience using and building Houdini digital assets - strong problem solving skills and shot finishing skills - good communication skill and ability to take direction with minimal supervision - ability to learn and adapt to proprietary tools and processes - knowledne of following applications is a plus: Speedtree, Nuke / Fusion, Substance suite - ability to use Python to power-up Houdini digital assets is a plus - good English If you are interested send me your CV/showreel/work to: martina.sramkova@upp.cz
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Hello, I´m Martina from UPP Advertising (www.upp.cz/advertising) and we are looking now for 3D Generalist, Houdini, Unreal Artist, 3D Artist to cooperate in-house in our studio in the center of Prague (for a project or longterm). If you are interested, please contact me by email martina.sramkova@upp.cz and I will tell you more. Thank you and have a nice day! Martina
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Artist Michelle Lopez is seeking a part-time temporary mid-senior level animator to modify an existing 360 degree animation of an explosion depicting moving debris. Seeking artist with 3-5 years production Houdini experience and 1-2 years Nuke experience for 1-3 weeks of remote work, freelance flexible schedule. The video will be one aspect of an immersive video and sound installation to be presented at the Franklin Institute Planetarium in Philadelphia. The video brings together natural disasters, cultural iconography, the aftermath of violence and visualizations of entropy. Please reach out with reel/resume to michellelopez@me.com Low_Res_Joplin_Snip.mov
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There are two positions at Lockheed Martin available in Suffolk, VA. Both are full time positions and on site. I'm posting here because Houdini experience is a huge plus. I'm not the hiring manager but I can answer questions. https://www.lockheedmartinjobs.com/job/suffolk/multimedia-design-engineer-suffolk-va/694/10916693 https://www.lockheedmartinjobs.com/job/suffolk/multimedia-design-engineer-suffolk-va/694/10916704 The facility is very nice and so are the people who work there. They have some information about the facility on the website. https://www.lockheedmartin.com/en-us/capabilities/research-labs/center-for-innovation.html This video shows the kind of work the team does but take this with a grain of salt because it's from projects that are five years old or more. Unfortunately the cool stuff isn't public but I assure you there's cool stuff to work on!
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APPLY NOW As an award-winning animation studio, arx anima is specialized in high-end character animation and development. For our upcoming feature film we are currently looking for motivated, integer people with a hands-on mentality and an open mindset. We truly believe that building up a positive working environment automatically crafts happiness on all ends. As the CG Supervisor you will work closely with the Head of Computer Graphics and Production Manager to identify potential strategies, assess technical options and evaluate production schedules. You participate as a leader and hands-on contributor through all stages of Preproduction and Production. Working period: We are looking for you to start working as soon as possible - approximately throughout the end of 2020 Location: Preproduction will take place in Vienna, Austria - the world’s most liveable city - until the end of August 2019. You are willing to move to Las Palmas after the preproduction phase with regard to proceed with production on the charismatic island of Gran Canaria. Responsibilities: You are able to evaluate all the assets already available in pre production and to finalize the production needs, verifying fidelity and level of detail of the designs and verifying technical usability You are curious and a communication talent. You like to explore and establish workflows to be in use during the production phase: Best appliance for each department from asset to rendering Define a framework for the interdepartmental communication and process implementation Your heart beats for setting quality standards for the characters in terms of visual look, rigging functionalities, hair / fur and cloth dynamics behaviour and style, in teamwork with the Character Supervisor. You responsibly prototype and evaluate environment as regards of dimension and complexity, usability during the layout phase and later phases and methodologies to migrate from proxies to final assets, in collaboration with the Environment Supervisor. We appreciate your reliability. You set and assure quality for the crowd, e g. technology, animation methods, density of the agents, complexity of the interactions and rendering methodologies. Requirements: For the open position as a CG supervisor you will bring Experience in producing animated movies and/or series in the same or a similar position for at least 3 years Strong leadership skills with a solution driven mindset The ability to design workflows and handle complexity Deep understanding of the technical needs to define the production requirements A technology driven mindset in order to allow the artists to focus on their artistic work Experience in production with fur and cloth is required Proven technical knowledge of Maya and Houdini is a benefit Deep understanding of the relevance of the asset department to ensure a smooth production workflow is a high advantage Ability to delegate and empower your team Social skills for your fellow coworkers, including 50GB of humor and respect Ability to implement and maintain an open and respectful feedback culture APPLY NOW We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age or marital status.
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Hi, We are currently in production on an exciting feature film project. We looking for a senior Houdini FX artist to join the team, our preference would be for the applicant to be able to work in Sydney, however, we are open to remote work for the right person. You would be responsible for pyro, dust, debris and floating petal/flower effects. For more information or to apply please send any applications through to `glenn at suberashi.com` Cheers, Glenn
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Hi everyone! We are actually switching our lookDev and lighting depts to Houdini at Folks VFX at the moment. So far it's simply just amazing! Next step will be the matte painting/environement. We are looking for an Houdini TD that would be the technical wizard to support those depts. Think about scattering moss on a cliff, putting fake VEX wind using animated noise on vines. Think about doing a procedural automated city with cars that drives around and automated street lights to switch from green to yellow to red. Those type of stuffs. We already have our FX oriented guys. So feel free to contact me directly first so we can arrange something and start to chat! slylebeau@gmail.com Thanks and I wish to hear from you. sly sorry for the double post....it added when i wanted to put some tags
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Help make cool science visualizations for museum and planetarium visitors. Join us in achieving our mission to explore, explain, and sustain life on Earth. The Visualization Studio at the California Academy of Sciences needs a full time staff Production Engineer. Apply here: https://calacademy.snaphire.com/jobdetails?ajid=ehy09
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Hello Everyone, I'm seeking information and advices about working in Australia (RSP, Iloura, Animal Logic and other great vfx houses). I'm 27 and currently working as junior compositor in Italy since 3 months but I want to emigrate (I'm putting money aside for this). I have to opportunity to obtain a Working-Holiday visa that permits to work 6 months per employer in a one-year window (you could gain another year if you work in farms for 88 days in that year). Could be a good idea to get that visa, travel to Australia and drop by these vfx houses to work there?
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Ok, here's a challenge if you accept it I built a full CG city myself, mostly procedural with custom artistic inputs and real data. Heres some preview , raw render, wip, haven t merged my vehicules traffic yet... I tried using Deep learning for mask generations of my hundred different input facades variations but finally, i went for an old school trick. So far, so good for now Now i need to have the full env being affected by a massive black hole, emergy from below, absorbing the city like a worm coming from underground. But the coming disaster is first seen with the sky and atmosphere which turned amazingly wild and stormy... It's almost 20km2 square area with tons of elements, geometry topology is very mixed so i need a global approach based on point clouds or whatever. My brain is more artistically oriented so this is the kind of things which was usually given to a more technically VFX oriented person. I have all kind of slow moving camera from above, distant and more close to the ground and building too. Night time.. At the end i need to export the all things back to Max and Vray... (Not my choice but need to..) Which approach will you take yourself? how would you solve this problem knowing the limited ressources and budget but on the other side creatively open ? Cheers, to every suggestion from the magicians vincent* ________________________________________________________________ Vincent Thomas (Avalailable January 2017) Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor since 1998 http://fr.linkedin.com/in/vincentthomas (PS: actually looking for freelance Houdini artist to hire... On location Geneva/Annecy or possibly remote)
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~ Hi everyone A Studio based in Geneve, few km from Annecy, France , is looking for a talented Houdini versatile FX artist. Staff position or freelance project based (remote is eventually possible) in a cool open and family oriented studio, splendid environment for a high quality living. Immediate need is for a independant indie film where a black hole start to form and absorb the ground , everyaround, an all city. I build the full CG city myself, huge.. Drop me a line if interested vince* ------------------------ Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available January 2018) http://fr.linkedin.com/in/vincentthomas
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