Meta AR/VR Job | Technical Artist, Shading (Avatars)

Job(岗位): Technical Artist, Shading (Avatars)

Type(岗位类型): 3D Product Design | Games

Citys(岗位城市): Remote, US | Los Angeles, CA | Seattle, WA | Burlingame, CA

Date(发布日期): 2022-8-30


3D art is essential for the future of social virtual reality applications and their communities. We are committed to providing Avatars that represent everyone’s identity authentically in both current and yet-to-be-invented experiences.

As a Tech Artist, you will design the shading workflows and tools to make Avatars shine across all experiences, including: VR, mobile and augmented reality. You understand a variety of shading techniques and how to strive for the highest quality, working within performance constraints. You will partner with other artists, rendering engineers and product managers to deliver impactful products that reach a global audience.

Join us in creating the future!


Experience influencing and collaborating with Engineering teams

Experience that demonstrates hero character work

Experience working with real-time rendering engines such as Unity and Unreal

Delivering 3 or more high complexity projects (feature films or AAA titles) as a Technical Artist or Shading/Surfacing/LookDev TD

Experience working across styles (graphic, realistic)


Define shading workflows that allow Avatars to retain their unique look and creative intent across various render targets and platforms

Define lighting and shading methods to drive future looking technology roadmaps and rendering features

Champion the highest quality and fidelity of Avatars, while partnering with engineering to fit within performance constraints of real time targets

Build and document templates and best practices that scale to the variety of Avatars supported, with an emphasis on stability and performance

Additional Requirements(额外要求)

Experience with open source standards and frameworks such as USD, MATX, OCIO, glTF

Experience with VR

Experience with game profiling and optimization techniques in a real-time rendering environment