SHRAPNEL

SHRAPNEL

•Delivering feedback and leadership to all art departments as well as Game Design•Documenting pipelines from ground-up and onboarding new developers across multiple art disciplines•Assisting in Perforce source control configuring and onboarding all departments to the new project•Networked blueprint scripting for core player locomotion gameplay•Editing configuration files for performance scalability, import/export options, etc.•Creating, planning, and delegating tasks and project milestones/epics through Jira•Crafting statement of work (SOW) plans for external partners in collaboration with studio leadership•Interviewing new candidates of multiple disciplines (i.e. Environment Art, Game Design, Technical Art)•Creating procedural Environment Art tools (HDAs) in Houdini•Cross-company collaboration and filling gaps where necessary•Nanite and Lumen in UE5•Creating Editor Utility Widgets•Creating DCC tools and pipelines (i.e. Substance Painter/Designer/Maya)•Building and reviewing materials in both the DCC and engine•Game-ready MetaHumans•Megascans•Leading the Animation department•Rigging (weapons, props, characters, etc. Both in the DCC and in-engine)•Working with mocap pipelines•Setting up blend spaces, animation blueprints, character pawn blueprints, montages, control rigs, retargeting, first-person/third-person•Consultation for all art pipelines such as texel density, forward axis, pivot location, naming convention, asset budgets•Consultation for Environment Art pipelines such as landscape virtual heightfields, foliage, packed level actors (BPPs/prefabs), map organization and level structuring•Dynamic and real-time global illumination solutions for 60 FPS performance•Providing support for blueprints/DCC tools/bugs•Coordinating with the Technical Director and Engineers to improve tools for multiple and non-art departments•Participating in playtests and providing feedback and logging bugs Show less

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