3D Graphic Artist Job at Engineering & Computer Simulations Inc i...
Engineering & Computer Simulations Inc - Ballston Spa, NY, US, 12020
Work at Engineering & Computer Simulations Inc
Overview
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Overview
Job Description
ECS is seeking a 3D Computer Graphics Artist to work to support the development and lifecycle support of game engine-based 3D virtual training products used in the naval nuclear propulsion program. You will participate as team members with Fluor Marine Propulsion (FMP) engineers assigned to various projects. The preferred location for the work is at the FMP site located in West Milton, NY with the FMP site in West Mifflin, PA as an alternative site. Technical services will be performed primarily in an office environment using FMP provided computers. An active U.S. Department of Energy (DOE) “L” Access Authorization (security clearance) is required. A U.S. Department of Defense (DOD) “Secret” security clearance may also be acceptable.
Key Responsibilities:- Provide recommendations to FMP on how to implement a game engine-based trainer.
- Prepare 2D and 3D graphics, animations, and models.
- Create Avatars and related animations.
- Assist FMP with 3D model integration efforts.
- Develop interactive training applications and Unity game engine based simulations.
- Mentor FMP personnel as required in 3D model and virtual training application development.
- Provide discrepancy report correction within the scope of work during and following test programs.
- Attend regular meetings with FMP personnel to review the status of work in progress, to discuss new work and to establish targets for the completion of specific items.
- Work with game programmers and FMP subject matter experts to generate digital graphics and animations for use in virtual training products.
- Work with graphic artists, game programmers, and FMP to define and refine user interfaces and experiences.
- Obtain technical information and feedback from FMP and subject matter experts. Interface with subject matter experts to develop the response and expected performance of the software and hardware that make up the XR training applications.
- Support emergent work outside of normal working hours, as required.
- Maintain clear documentation of work efforts in various work group databases/tracking systems.
- Review and test work performed prior to submission for integrated testing and inclusion into the production branch.
- Maintain NNL-specific qualifications as assigned by the work group supervisor.
- Attend scheduled work group and NNL training.
- Participate and contribute to lessons learned discussions and/or critiques of work-related issues.
- Perform other duties as assigned by FMP related to research, development, and support of XR technologies and applications.
- In the event personnel are issued government-furnished equipment, i.e., laptop computer, must abide by all rules and regulations associated with that property’s use and safekeeping.
- Bachelor’s degree with two (2) years of professional digital art development experience
- Or the equivalent of five (5) years of professional digital art development experience
- An active U.S. Department of Energy (DOE) “L” Access Authorization (security clearance) is required. DOD “Secret” security clearance may also be acceptable.
- Shall be able to demonstrate skill proficiency through completion of a provided art test
- Proficient in developing 2D and 3D game-ready assets including low to mid poly 3D Models, textures, and animations using industry standard software including Photoshop and one or more of 3D Studio MAX, Maya, and/or Blender
- Knowledge and Experience in:
- Proficient in 3D Modeling including texturing and unwrapping
- Low to mid poly hard-surface modeling for games
- Modern material design methods
- Strong texturing and normal mapping skills
- Creating texture maps from photos
- Proficient in the use of texture atlases and tiling textures
- Photorealistic texturing of environmental objects
- Maintaining uniform graphic quality in a cohesive visual environment
- Physical Based Rendering and materials
- Multi-sub materials
- Asset integration into a game engine
- Developing content for real-time applications
- Character modeling, editing and animation
- Character skinning and weighting
- Creating models from laser scan data
- 2D User Interface layouts and design
- Developing optimized game assets from CAD models
- Unity and/or Unreal
- Working on an agile development team
- Developing applications for use with Head Mounted Displays
- Level design
- Lighting in real-time environments
- Sound design and implementation with FMOD for game engines
- Instructional design
- Video editing
- Composition and creation methods for in-game cinematics using After Effects and Premiere
- Application life cycle tools like Azure DevOps
- Source control tools like Git
- User Experience Design
- Performance profiling in Unity
- Developing virtual training products for the Navy