

Creature Supervisor
工作概要:
ILM builds interactive experiences for Virtual and Augmented Reality and other emerging platforms. Our mission is to tell stories in new ways that leverage real-time graphics on ultra high-end hardware. We combine techniques from film VFX production with techniques from the video game industry to produce real-time experiences of the highest fidelity.
We are looking for a real-time Creature Supervisor to supervise a team of exceptional artists by both personally setting the bar in terms of skill-level, and managing artists’ performance. This role is responsible for establishing the techniques and processes that bridge the gap between experienced artists/animators and programmers through ownership of the character/prop animation pipeline and implementation of tools to efficiently facilitate the creation of animated assets.
This role is considered Hybrid, which means the employee will work 2-3 days onsite at our San Francisco office and occasionally from home.
What You'll Do
Lead a team of real-time Creature Technical Directors (“Creature TDs”) in creating and supporting a complete character pipeline to accomplish ILM’s mission. Develop and hone the team’s skills to continuously raise the quality bar.
Set the discipline’s standard for artistic and technical excellence, efficiency and performance by creating exemplary work that meets project requirements, and providing training and guidance to direct reports.
Work closely with artistic directors, cross-functional peers and product owners to achieve the artistic vision of the director(s) and deliver the highest quality characters possible.
Oversee the optimization of animated assets to achieve optimal scene performance in the 3D engine.
Collaborate with tools engineers to develop appropriate art pipelines, scripts, and plug-ins necessary to ensure the high productivity of the animators and artists. When the development of systems is required, contribute to the visual prototyping of tools, as well as R&D with systems programmers.
Work with Producers in the planning stages of proposed projects to advise on the scope of the work and resource requirements, and make recommendations accordingly. Work with production to provide task estimates, track progress, and solve production issues that arise.
Establish best practices and workflow for the discipline, and partner with other discipline supervisors to establish cross-functional workflow with other disciplines.
Through continuing hands-on work on projects, maintain deep knowledge and user experience on workflow and tools. Innovate discipline workflow and keep up to date on new tools/applications/trends in the industry.
Collaborate with Talent Managers to inform talent planning, provide guidance on casting assignments, and offer feedback to support artist growth, skill development, and career goals. Partner with Talent Management and Recruiting on staffing needs and contribute to the evaluation of potential third-party production partners, working with new vendors to define and implement effective workflows.
Set the cultural tone & reinforce positive behavior within your group. Work with studio leadership to define and continually refine and shape the team culture.
Define the discipline’s ‘Lead Artist’ project role per project. Help project leads solve scope, workflow, etc. issues throughout the project as needed.
Speak on behalf of the discipline in technology development discussions to ensure that new development aligns with the discipline’s strategy and workflow.
What We're Looking For
Undergraduate or graduate degree in game development, digital art, computer graphics, game design, or related field or equivalent experience.
Minimum of 10 years experience in game development as a Character Technical Artist (or equivalent) and a minimum of 3 shipped/released AAA titles as a Lead artist.
Expertise in Maya rigging techniques and experience with being responsible for supporting animation workflows and developing character pipelines and tools on a AAA product.
Experience leading and mentoring artists and helping them develop and grow their skills.
Artistic eye with advanced understanding of the creation & integration of 3D art & animation.
Advanced working knowledge of all the DCC standard software (Maya, 3Ds Max, ZBrush, Photoshop, Substance Tools) and end-to-end content creation pipeline.
Excellent technical knowledge and familiarity with AAA game engines, particularly Unreal Engine.
Experience in tools and pipeline engineering utilizing Python, PySide/PyQt, and Maya API/Mel scripting.
Experience with source control via Perforce or equivalent.
Collaborative, team-player attitude: open & receptive to new ideas, constructive criticism, artistic direction and changes.
Experience leading artists to meet deadlines and mentoring artists to help them develop and grow their skills.
Strategic and analytical thinker with exceptional execution and problem-solving capabilities
Excellent communication skills, especially with regards to illustrating technical processes.
Experience in and passion for real-time graphics and content creation for emerging platforms (XR, etc.)
Portfolio that demonstrates professional tech art experience in the following areas: programming, tools and pipeline building, content management and optimization, character modeling, rigging, and animation.
Nice to Have
Computer Science Degree or equivalent experience programming in C# or C++
People-management experience
Experience managing outsourced work.
* A portfolio / reel submission - including a detailed breakdown of your work in each section - is required with all applications.
The hiring range for this position in San Francisco, CA is $142,900 to $187,500 per year. The base pay actually offered will take into account internal equity and also may vary depending on the candidate’s geographic region, job-related knowledge, skills, and experience among other factors. A bonus and/or long-term incentive units may be provided as part of the compensation package, in addition to the full range of medical, financial, and/or other benefits, dependent on the level and position offered.
關於Industrial Light & Magic:
ILM 由 George Lucas 於 1975 年創立,擁有世界領先的設施,服務電影、商業製作和吸引力產業。ILM 已為 325 多個拍攝影片創造了視覺效果,並在有史以來全球票房前 10 名中的 7 部中發揮了重要作用,並在前 50 名中參與了 25 部。ILM 設定了視覺效果的標準,在電影歷史上打造一些極有魅力的角色。公司為數碼革命的前沿,繼續在視覺效果、VR、AR以及沉浸式影院中開辟新天地。
關於 The Walt Disney Company:
Walt Disney Company 連同其子公司和聯營公司,是領先的多元化國際家庭娛樂和媒體企業,其業務主要涉及三個範疇:Disney Entertainment、ESPN 及 Disney Experiences。Disney 在 1920 年代的起步之初,只是一間卡通工作室,至今已成為娛樂界的翹楚,並昂然堅守傳承,繼續為家庭中每位成員創造世界一流的故事與體驗。Disney 的故事、人物與體驗傳遍世界每個角落,深入人心。我們在 40 多個國家/地區營運業務,僱員及演藝人員攜手協力,創造全球和當地人們都珍愛的娛樂體驗。
這個職位隸屬於 Lucasfilm Ent Co Ltd, LLC Payroll Svc,其所屬的業務部門是 Industrial Light & Magic。
Lucasfilm Ent Co Ltd, LLC Payroll Svc 是提供平等就業機會的僱主。求職者都會獲得聘僱考量的機會,不分種族、宗教、膚色、生理性別、性傾向、社會性別、性別認同、性別表達、原國籍、血統、年齡、婚姻狀態、軍人或退伍軍人身份、醫療狀況、遺傳資訊或殘疾狀況、或者聯邦、州級或地方法律所禁止的其他任何基本特徵。Disney 提倡讓所有人的想法和決策都有助我們發展、創新、創造最好故事的商業環境,並與瞬息萬變的世界息息相關。
就業申請的殘疾便利安排
The Walt Disney Company and its Affiliated Companies are Equal Employment Opportunity employers and welcome all job seekers including individuals with disabilities and veterans with disabilities. If you have a disability and believe you need a reasonable accommodation in order to search for a job opening or apply for a position, visit the Disney candidate disability accommodations FAQs. We will only respond to those requests that are related to the accessibility of the online application system due to a disability.
遇到技術問題?查看常見問題以尋求協助。
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