Tools & Tech Art Programmer
Company | Ubisoft |
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Location | Montreal, QC, Canada |
Salary | $Not Provided – $Not Provided |
Type | Full-Time |
Degrees | |
Experience Level | Junior, Mid Level |
Requirements
- Unity knowledge
- Release experience of finished projects from beginning to end
- Python (for build tools and optionally Unity Editor python driven tools)
- Graphics and Rendering
- HLSL knowledge
- Houdini (if the tech programmer finds it useful for our project)
Responsibilities
- Help continue the design of level editing tools (walls, props, level placement)
- Responsible of bridging level editing tools
- Work with main programmers to enhance and support them
- Maintain and support team members that use level editing tools
- Troubleshoot, tweak and balance created outcomes when needed
- Responsible of automated Props and Models Processing pipeline
- From source to game
- Tag clean up of source meshes
- Attempt automatic cleanup
- Leave them tagged for manual cleanup to be done by artists
- Generating destruction data
- Support on Destruction Generation Tools development and maintenance
- Part of the processing pipeline above
- Maintaining and validating (likely with tools and scripts) proper assets setup
- Help detect erroneous content that might not be working in-game
- VFX Shader Graph support
- VFX tools for VFX artists
- Batch coloring
- Setup of templates
- Tools that would help start an effect with the proper hierarchy and required components
- Integration support on dynamic and gameplay sensitive effects
- Entry points, triggers and feedbacks help
- Support of operator abilities
- Creation of editor tooling
- ‘Everyday’ workflows for managing gym scene ‘situation and setups’ for testing gameplay cases
- Game ‘gym states’ editor
- Helps test gameplay situations from a defined starting point
- Support on Ground Level / ‘Mega-Texture’ tech
- Bridge between programmers and artists
- Troubleshoot pain points in content creation by said tools
- Support on rendering assets integration
- Help team members integrate, tweak and balance parameters exposed by rendering features implemented over time
Preferred Qualifications
- Houdini (if the tech programmer finds it useful for our project)