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Tech Art Expectations
There are a handful of different specializations under the ‘Tech Art’ umbrella, the first step would be to identify what area interests them. Below are different specializations and what skills I would expect for each discipline.
Technical Animator (TD at IG)
This role is for an individual interested in empowering Animators. Physics, jiggle, muscle deformation and cloth simulation are particular areas that would be explored in this role. A portfolio would show the following:
• Understanding of Rigging
• Understanding of OpenMaya/PyMEL/MEL/Python
• Understanding of Mocap Pipelines
Technical Artist (Rendering)
This role is for an individual who has an interest in shaders, lighting and (typically) photography/film. Writing shaders, authoring post effects, creating time of days, and a deep understanding of physically based shading (and how to validate it) are areas that this discipline would focus on. This person would also be expected to have an understand of performance from a GPU perspective. A portfolio for this would typically show:
• 3-5 examples of production ready shaders (can be node based or code)
o Not VFX shaders
o Uber shaders for environment and character assets
o Specialized shaders for environment or character (water, flowmaps, skyboxes etc)
o Showing an understanding of research papers is ideal here
• 2-3 level relighting examples (use an existing map, delete lighting and start from scratch)
o Show understanding of tonemapping, reflection capture techniques, GI, raytracing and post effects)
• An example of physical technical art for production
o Photogrammetry rig
o Texture scanning ring
o Photography
o Research into degradation of real life material response
• Bonus! – An analysis of a frame grab of a game
o Use a capture from Razor, Intel GPA or PIX
o In a blog format, go through render passes and give an analysis of what may be happening in the frame
o Ex: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
Technical Artist (Environment)
This role is for an individual who has an interest in nodegraphs for content creation and asset automation. In particular this person is interested in Houdini, World Machine , Substance Designer and Python. Making modular tools that can help generate lots of diverse assets quickly. This person would also be expected to have an understanding of memory and performance. They would be expected to identify non-performant assets, optimize them and generally be an evangelist for the content pipeline. A portfolio for this role would usually show:
• 2-3 examples of Houdini tools
o Engine integrations are ideal
o Ex. Cable Tool, Fence Tool, Grass Placement Tool
• 2-3 examples of Substance Designer materials
o Exposed parameters showing how it can be used to generate variations
• One of the following:
o 2-3 examples of prop assets
 Should show a good understanding of material response
 Efficient geometry and LODs are shown
o 2-3 examples of Python tools for a DCC API
 Production ready plugins or tools for:
• Substance Automation Toolkit
• Houdini
• Maya
o 4-5 examples of performant foliage with shader effects
 Understanding SpeedTree is a plus
 Wind, color variation etc
• Understanding of Unreal Blueprints
Technical Artist (VFX)
This is a role for someone who is interested in destruction and simulations – it’s a relatively new specialty. This position can be found on a Visual Effects team, but I have seen them as part of the TA Department – I assume because its mostly Houdini and requires a technical understanding of the performance implications. I think a portfolio like this would look like:
• 2-3 examples of large scale destruction simulations
o Doesn’t need to be in-engine
• 4-5 examples of realistic destructible assets in a game engine
o Wood fracturing
o Cement chunks
o Show a process for generating chunks
o Use secondary VFX assets to sell the effect
Technical Artist (Tools/Generalist)
This is a role for an individual interested in empowering the studio. Generally they are an evangelist for the existing engine tools, they like documentation and interfacing with people. They would also be expected to write standalone tools or scripts to help creators streamline their pipelines. A portfolio would probably look like:
• 4-6 examples of standalone tools
o Showing a user design doc
o Showing a solid understanding of UI design and data visualization
• An export plugin for a DCC tool
o Channel Packing PS script
o Collision generator during export
• Understanding of Python/C++ experience in Qt or WinForms
o Understanding of modules
o Understanding of “UI separate from logic”
• Understanding of Unreal Blueprints
I don’t think its necessary to choose a specialization early, but this generally gives a good overview of what to expect in the industry. Its difficult to tell someone specifically what they should be learning as the role can be varied. The best advice I can give is to identify one of the skills above that really interests them, then branch out to the associated skill sets. I would also take a look at this blog post here – it really is a good read: https://amesyta.wordpress.com/2019/12/29/applying-for-technical-art-jobs/.
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