職位簡(jiǎn)介:
團(tuán)隊(duì)組長(zhǎng)應(yīng)能夠成功的管理團(tuán)隊(duì)中所有成員的日常美術(shù)作品的制作,能提供清晰的指導(dǎo)和指示,并且及時(shí)的將美術(shù)總監(jiān)或者制作人的信息傳達(dá)給團(tuán)隊(duì)中的所有成員;在解決問(wèn)題和識(shí)別潛在風(fēng)險(xiǎn)方面主動(dòng)采取一切必要的行動(dòng);按照生產(chǎn)計(jì)劃按時(shí)按質(zhì)提交成果。
團(tuán)隊(duì)組長(zhǎng)需要向美術(shù)總監(jiān)匯報(bào)美術(shù)制作的工作,向制作人匯報(bào)進(jìn)度、資源和交付問(wèn)題。團(tuán)隊(duì)組長(zhǎng)將帶領(lǐng)美術(shù)工作組下的一個(gè)小組,為了保證項(xiàng)目能夠成功順利的完成還需要與其他小組進(jìn)行合作。如果出現(xiàn)分歧,團(tuán)隊(duì)組長(zhǎng)應(yīng)該試著通過(guò)友好的溝通討論來(lái)解決。
Summary:
The Team Leader should be able to successfully manage day-to-day art production of all artists on his team, providing clear guidance and instructions and promptly communicating information from Art Director or Art Producer to all team members; take all necessary initiatives in problem solving and potential risks identification; follow production schedule providing art deliveries on time and on quality.
The Team Leader report to Art Director for Art Work and to Producer for scheduling, resource, and delivery issues. The Team Leader will lead a sub-team in an art working group, and work with other sub-teams in order to guarantee the successful and smooth accomplishment of the project. In case of disagreement, they should try to resolve it through friendly discussion.
工作職責(zé):
-
與美術(shù)總監(jiān)一起審核客戶(hù)發(fā)過(guò)來(lái)的需求包,檢查參考材料或者需求是否存在任何問(wèn)題
-
保證團(tuán)隊(duì)中所有的美術(shù)師能夠清楚項(xiàng)目中的美術(shù)制作要求以及項(xiàng)目特定需求
-
配合美術(shù)總監(jiān)和制作人組建團(tuán)隊(duì)并且估算項(xiàng)目時(shí)長(zhǎng)
-
分析客戶(hù)的介紹和工作流程文件,提出優(yōu)化建議,并培訓(xùn)團(tuán)隊(duì)中的美術(shù)師
-
根據(jù)計(jì)劃表檢查日常工作并將產(chǎn)生的風(fēng)險(xiǎn)及解決方案通知給制作人
-
日常對(duì)團(tuán)隊(duì)中的每一位美術(shù)師進(jìn)行評(píng)估,以便盡快發(fā)現(xiàn)并消除任何可能出現(xiàn)的問(wèn)題
-
需在美術(shù)師完成重要的WIP(Working In Process)階段時(shí),在美術(shù)總監(jiān)或者是美術(shù)師的電腦上準(zhǔn)備所有資產(chǎn)以便美術(shù)總監(jiān)進(jìn)行評(píng)估,并且在美術(shù)總監(jiān)評(píng)估之前做好基本的質(zhì)量控制評(píng)審
-
確保美術(shù)師能夠完全理解客戶(hù)的反饋并審查其是否能實(shí)現(xiàn)反饋要求
-
評(píng)估團(tuán)隊(duì)成員的日常表現(xiàn)
-
評(píng)估美術(shù)師的能力并為他們制定改進(jìn)目標(biāo)
-
與技術(shù)美術(shù)師溝通,解釋技術(shù)支持需求并推進(jìn)解決方案的實(shí)施
Responsibilities:
-
Review the client’s package with Art Director to check if there are any problems with reference materials or requirements
-
Ensure all artists understand the art requirements and specific needs of the project
-
Cooperate with Art Director and Producer to composite the team and estimate the time for the project
-
Analyze the client's brief and workflow document, propose optimization suggestions, and train the artists on the team
-
Check daily work according to this schedule and notice Producer about the risks and propose solutions
-
Perform daily checks of every artist progress in order to find and eliminate any possible problems as soon as possible
-
Prepare all assets for Art Director review either on his computer or on artists’ computers when the artist finishes important WIP (working in process) stage, and conduct a basic quality control review before the Art Director reviews
-
Ensure that the Artist knows the client’s feedback perfectly and check whether the Artist is able to implement the feedback
-
Evaluate the art team performance
-
Evaluate the ability of the artist and set the improvement target for them
-
Communicate with technical art, explain the technical assistance requirement, and push the solution implementation
任職資格:
-
有次時(shí)代相關(guān)寫(xiě)實(shí)的場(chǎng)景、道具以及材質(zhì)(角色)的創(chuàng)建經(jīng)驗(yàn)
-
有至少4年的PC/主機(jī)游戲全周期的角色建模、紋理和陰影經(jīng)驗(yàn)
-
以角色美術(shù)師的身份發(fā)行過(guò)兩款或者更多的游戲
-
能夠展示次時(shí)代主機(jī)游戲的制作模型和材質(zhì)示例
-
良好的團(tuán)隊(duì)合作精神,積極主動(dòng)并且有優(yōu)秀的溝通交流技巧
-
深入的了解完整的游戲制作和開(kāi)發(fā)流程
-
精通Autodesk Maya3DsMax 或者Blen,能以此創(chuàng)建符合PC/掌機(jī)端游戲技術(shù)要求的美術(shù)資產(chǎn)
-
精通Adobe Photoshop和Substance Toolsets,能夠基于原畫(huà)或者照片創(chuàng)建次時(shí)代寫(xiě)實(shí)風(fēng)格的材質(zhì)
-
有Zbrush高解析雕刻經(jīng)驗(yàn)并能沿用其到游戲內(nèi)資產(chǎn)
-
深入了解次時(shí)代材質(zhì)和著色器,能夠達(dá)到多種不同的角色美術(shù)的表面質(zhì)量的要求
-
擅長(zhǎng)平衡游戲引擎中的美術(shù)質(zhì)量和性能,包括但不限于Unreal,Unity以及Cry Engine
-
對(duì)創(chuàng)作優(yōu)秀的游戲擁有熱情
Qualifications:
-
Experience creating photorealistic set pieces, props, textures, and materials on next-gen PC/console platforms (character)
-
A minimum of 4 years full-cycle console game experience in modeling, texturing, and shading character assets.
-
Two or more published games in a Character Artist role.
-
Ability to show examples of model and textures made for next-gen PC/console games
-
Work well in a large team character, be proactive, and have excellent communication skills.
-
Deep understanding of the complete game art development and production pipeline.
-
Master level experience creating the assets conform to the PC/console game technical specifications with Autodesk Maya3DsMax or Blen
-
Master level experience using Adobe Photoshop and Substance Toolsets to create photorealistic textures for next-gen materials based on concepts and/or photo reference.
-
Zbrush experience for high-res sculpting and transferring to in-game assets.
-
Deep understanding of next-gen materials and shader and is able to achieve the desired surface qualities needed across a variety of character assets.
-
Skilled at balancing art quality and performance in the game engine include and is not limited to the Unreal Engine, Unity Engine, and Cry Engine.
-
A passion for making great games.
職位福利:五險(xiǎn)一金、餐補(bǔ)、帶薪年假、彈性工作、補(bǔ)充醫(yī)療保險(xiǎn)、定期體檢、員工旅游、年底雙薪