A Real-Time Unreal Artist for the Built Environment is a specialized role that bridges the gap between traditional architectural design and high-end game engine technology. The role involves building interactive, live-navigable worlds that allow stakeholders to walk through a building before a single brick is laid.
Requirements
- Work within a team of artists, producers, and leads, finding ways to improve the process, align on requirements, and have a solutions-based approach to problem-solving and production.
- Build out "built environment" contexts, including people, vehicles, urban surroundings, urban activation (coffee shops, stores, etc), sound layout, and realistic vegetation.
- Create real-time assets that are optimized for real-time experiences.
- Import and clean up complex geometry from Revit, Rhino, or 3ds Max using pipeline tools and workflows.
- Optimization: Implement LODs (Level of Detail), nanite geometry, and texture atlasing to ensure smooth frame rates (60+ FPS) on target hardware (PC, VR, or Pixel Streaming).
- Lighting: Master Lumen (real-time global illumination) and ray-tracing to simulate accurate sun studies and interior artificial lighting.
- Create high-quality, physically based rendering (PBR) materials that accurately represent glass, concrete, wood, and metal.