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We have an incredibly exciting roadmap and are building out the team to develop it. As a result we're looking for a talented person to fill our Lead Real-time Character Artist role.Reporting directly into the Head of Real-time, and working alongside the Lead Animator, you'll be responsible for the output across our entire character team, with a primary focus on delivering high quality digital humans for real time applications.Under your supervision will be a team of 3D character artists responsible for creating realistic human models, working with photogrammetry base assets, creating digital hair, and digital clothing.Your experience of creating 3D characters will be vast, but most importantly, you'll have the capabilities to bring multiple pipelines together in UE4.You'll have the opportunity to work with some of the most advanced technologies in avatar and character creation, embracing new methodologies and technologies for both Mo-Cap data and 3D body-scans, to produce world-class assets that will revolutionise high profile applications across film, sport, music and other mixed reality experiences. REQUIREMENTSResponsibilitiesUnderstand the strategic direction for the company's character pipeline development and help drive towards that goal.Take responsibility for output across the entire character team.Oversee resource allocation across the character team.Regular check in's with producers and the head of real-time on live projects.Identify risks within live productions, and take the necessary steps to mitigate them.Provide production with necessary workload estimates for pitches.Improve the implementation and execution of real-time character best practicesDemonstrate exemplary leadership and communication skillsEnsure the high quality standards and expectations of the Dimension studio are met across all projectsSkills Required10 years minimum industry experience within production, whether game, feature film or other.A love for and deep understanding of UE4 is essential.Extensive knowledge of character pipelines from modelling and rigging best practices, animation and motion capture, character systems inside Unreal such as retargeting and state machines through to how best to present our characters to our clients with realistic lighting and cameras.Experience using mo-cap systems, to include, optical, inertial, markerless, and mobile apps.
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