Technical Artist
Electronic Arts
Remote / Virtual
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Location: Hybrid and Remote work options available across most North America locations.
WE MAKE FUN...FUNNER.
We are Full Circle, and we're all about having fun and making great games that people want to play with their friends. As the developers of Skate™, we are set to provide an experience that embraces and builds upon everything our community found special about the previous games. We believe in creating an inclusive world inside and outside of our games for our players and our team. As a geo-diverse studio, our team members around the globe can either work from home, in the office or a hybrid of both.
'This position is open to qualified individuals anywhere in the Americas where EA operates as an employer.'
We are looking for an experienced Technical Artist to join the Skate team. You will report to the Technical Art Director of Characters.
Responsibilities:
As a character Technical Artist at Full Circle, you will join a team of character specialists to bring to life the joy of skateboarding. You will work with others from all the major character disciplines within Full Circle to build and assemble character content in the Frostbite engine. Your work will be primarily focused on rigging, both traditional rigging and procedural rigging. Your Maya or Motion Builder rigging skills will allow you to bring our character models to life. Your programming skills to build tools will improve your productivity for yourself and others on the team. Your in-engine experience setting up skeletons and procedural rigs will help Full Circle deliver world class deformation performances.
Qualifications:
Experience:
You should have at least 3 years of experience or have experience shipping at least one title from preproduction through post launch support, and you directly supported character development.
Coding skills:
You should have mastery of general Python coding development and be able to demonstrate experience using it within Maya. Knowledge and ability with C# is a major plus.
DCC experience:
You must show ability and experience in Maya, Perforce (Helix), and at least one major IDE. Experience with Houdini or Motion Builder is a major plus.
Other considerations:
Your experience with wardrobe production, cloth simulation, deformers, or procedural workflows will be desired.
BC COMPENSATION AND BENEFITS
The base salary ranges listed below are for the defined geographic market pay zones in these locations. If you reside outside of these locations, a recruiter will advise on the base salary range and benefits for your specific location.
EA has listed the base salary ranges it in good faith expects to pay applicants for this role in the locations listed, as of the time of this posting. Salary offered will be determined based on numerous relevant business and candidate factors including, for example, education, qualifications, certifications, experience, skills, geographic location, and business or organizational needs.
BASE SALARY RANGES
• British Columbia (depending on location e.g. Vancouver vs. Victoria):
º $96,400 - $133,900 CAN Annually
Base salary is just one part of the overall compensation at EA. We also offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, paid top-up to EI/QPIP benefits up to 100% of base salary when you welcome a new child (12 weeks for maternity, and 4 weeks for parental/adoption leave), extended health/dental/vision coverage, life insurance, disability insurance, retirement plan to regular full-time employees. Certain roles may also be eligible for bonus and equity.
Jobcode: Reference SBJ-rz07q3-3-141-201-67-42 in your application.
Electronic Arts Inc. is a global leader in digital interactive entertainment. EA develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.