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Open nowPosted 32 hours ago

TA-技术美术-R&D11

herogames/careers90 open roles

Where
Guangzhou, Guangdong, Chinese Mainland
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  4. 19.1%14 days
  5. 35.6%30 days
  6. 52.7%60 days
This job: posted 32 hours ago

The posting

岗位职责 1. 负责风格化表现方案的设计与落地:根据项目美术目标,拆解并实现剧情、角色、插图和卡牌相关的材质、光影、动态效果及画面过渡,推动效果在Unity内稳定呈现。 2. 支持剧情与卡牌的演出表现:与美术、动画、特效及演出策划协作,完成表现资源的技术接入与调试,处理显示层级、透明混合、遮罩、镜头及效果组合等问题。 3. 负责渲染管线定制与技术框架搭建:基于URP进行风格化渲染管线、后处理与着色方案的定制、扩展和优化,确立视觉技术标准;制定美术资产设计与导入标准,系统性构建并维护高效、稳定的美术生产管线与技术框架。 4. 搭建和维护3D美术管线:根据实际需求建立3D资源导入、材质配置、灯光与场景呈现的基础流程,支持2D与3D内容在风格和演出上的融合。 5. 开发美术生产工具:围绕资源导入、批量处理、预制体生成、配置检查和效果预览开发Unity编辑器工具,减少重复操作及交付错误。 6. 沉淀可复用的表现方案与资源规范:将验证有效的方案整理为材质库、效果模板、参数接口及使用文档,支持美术团队自主制作和持续迭代。 7. 承担效果调优与问题排查:与客户端共同分析职责范围内的资源和渲染成本,在约定运行环境下验证画面质量、性能及兼容性,独立解决复杂渲染问题,维护已投入生产的效果和工具。 8. 技术调研与技术影响力:调研并引入前沿渲染技术、工具与方法论,保持项目视觉技术竞争力;编写核心技术文档与最佳实践指南,对美术与程序团队进行技术培训与指导。

任职要求 1. 具备Unity技术美术或相关开发经验,有独立完成表现效果、渲染/生产管线或美术工具从需求分析到项目接入、持续维护的案例。 2. 熟悉Unity材质、Shader、渲染及资源工作流,理解实时渲染基础(光照、着色器与PBR原理),熟练使用ShaderLab/HLSL或Shader Graph编写、修改和调试Shader;能基于URP进行风格化渲染管线、后处理的定制与扩展,独立解决复杂渲染问题。 3. 具备扎实的C#开发能力,能够进行Unity编辑器扩展、资源批处理及工具开发,重视代码可维护性和异常处理。 4. 具备风格化效果实现能力,能够理解参考画面的色彩、光影、层次和质感,并转化为可调节、可复用的实时方案。 5. 理解2D资源和基础3D资源进入引擎的流程,能够处理材质、贴图、透明排序、灯光及资源配置等常见问题。 6. 具备强烈的流程化、标准化意识,能制定美术资产设计与导入标准,系统性构建并维护高效、稳定的美术生产管线与技术框架,支持角色、场景、特效、动画等团队协同使用。 7. 具备性能分析意识和调试能力,能够结合实际数据说明效果质量、运行成本与制作成本之间的取舍。 8. 具备良好的跨专业沟通协调、主动研究与交付意识,能推动方案被多团队实际使用并承担后续维护;资深岗位需具备技术领导力,能主导技术方案、持续调研前沿技术、编写核心文档并开展团队培训与指导。 加分项: 1、有女性向、剧情AVG、卡牌或风格化游戏项目经验。 2、有2D与3D混合表现、动态卡面、剧情镜头或演出工具相关经验。 3、有Live2D、Spine等动态资源的引擎接入与问题排查经验。 4、有基于URP的渲染管线定制、Render Feature、自定义后处理或渲染技术框架建设经验;了解HDRP或其他渲染管线。 5、有美术管线搭建、共享工具推广、技术标准制定或跨版本维护经验;熟悉一种DCC软件及其资源导出流程。 6、有前沿渲染技术调研、核心技术文档编写或跨团队技术培训经验。

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