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Open nowPosted 233 days ago

鸣潮-技术特效(UE/Houdini方向)

kurogame/index393 open roles

Where
Guangzhou, Guangdong, Chinese Mainland
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Your applicationOpen now鸣潮-技术特效(UE/Houdini方向)kurogame/index · Guangzhou, Guangdong, Chinese Mainland
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The clock on this job

Early applications get read.

12.3% of postings close within 7 days. Measured by our own scanner across the market. kurogame/index postings stay open a median of 1 days.

Share of postings closed within
  1. 2.1%1 day
  2. 4.5%3 days
  3. 12.3%7 days
  4. 19.3%14 days
  5. 35.6%30 days
  6. 57.8%60 days
This job: posted 233 days ago

kurogame/index median: 1 days open

The posting

我们寻找拥有图形学知识背景、具备复杂项目推进经验的资深技术特效师。需要熟悉主流游戏引擎,理解特效与角色、场景、动画、TA、程序及策划之间的协作方式。 我们的研发平台是 Unreal Engine。这个岗位不仅需要解决复杂的特效制作问题,也需要把需求、技术路径和验收标准拆清楚,在合理周期内交付完整、稳定、可验证的结果。核心定位是“用技术手段突破视觉上限的特效艺术家”。 具体内容:

- 高品质特效落地: -- 负责战斗、场景氛围、角色技能及 Boss 机制特效的高表现力落地。 -- 从最终游戏画面出发拆解需求,不局限于引擎预设,实现体积感、复杂流体、动态破碎等高品质实时效果。 -- 对画面表现、功能完整性、性能和后续维护成本负责。

- 项目推进与交付: -- 负责关键特效模块或项目阶段的交付,明确目标、技术路径、阶段成果、时间节点和验收标准。 -- 在制作前完成需求拆解和风险判断,优先验证影响效果成立的关键问题,避免技术路径投入很深但结果偏离需求。 -- 组织中间效果验证与最终验收,及时向上下游同步进度、风险和下一步计划。 -- 面对需求变化或技术风险,能够判断继续投入、调整方案或及时止损,并对最终结果负责。

- 团队协助与专业影响: -- 协助团队成员解决复杂制作问题,提供可落地的技术方案、效果判断和制作反馈。 -- 通过稳定的项目结果、技术支持和有效沟通建立专业影响力,帮助团队减少返工和重复试错。 -- 沉淀特效制作规范、审核标准、性能标准和复盘经验,让成熟方案能够在后续项目中复用。 -- 尊重协作边界,协调个人任务、项目支持和团队沟通,降低协作成本。

- Niagara、材质与解算: -- 深入运用 Niagara,熟练使用 Simulation Stages、Data Interfaces 和 Grid Collection 处理流体、力场及复杂粒子交互。 -- 负责特效材质的深度定制,解决半透明材质在复杂环境中的层次、体积感、光照适配和排序问题。 -- 根据表现需求,在实时解算、离线烘焙和近似方案之间做出合理取舍。

- 程序化与性能优化: -- 基于 Houdini 开发可复用的 HDA/OTL,处理模型数据、UV、破碎、流体及 VAT 等资产。 -- 结合 Unreal Engine 与 Houdini 的程序化能力,完成特效模型、贴图及模拟数据的生成。 -- 使用 Unreal Insights、RenderDoc 等工具定位性能瓶颈,在保留核心表现的前提下控制 GPU、显存、Overdraw 和 DrawCall 成本。

  • 5年以上游戏行业或相关经验,特别优秀者可适当放宽;至少完整参与过1款游戏项目,并以核心成员或负责人身份完成过关键模块、专项或版本阶段。
  • 具备复杂项目推进经验,能够拆解目标、确认路径、安排阶段验证,并在信息不完整或需求变化时持续校准方向。
  • 能在合理周期内形成可验收成果,重视中间验证,减少返工、遗留问题及对其他成员收尾的依赖。
  • 具备良好的协作与沟通能力。对接时能够聚焦需求、结论、风险和下一步,让技术说明真正服务于效果判断和项目决策。
  • 精通 Unreal Engine 特效模块,对 Niagara、材质编辑器、蓝图及基础渲染逻辑有深入理解;熟练掌握 Houdin。
  • 理解纹理压缩、通道规划及数据精度,熟悉 ASTC、BC7、8-bit、16-bit 与 Half-Float 等数据的使用场景,能够避免精度、显存和画面质量问题。
  • 理解合成软件与引擎渲染逻辑的共通性,熟悉 Flipbook、RGBA 通道、色彩深度和压缩优化,能在离线处理与实时表现之间找到合适方案。
  • 具备良好的审美、Debug 和自我校准能力。能够判断问题来自材质、模型、资源数据、特效系统或引擎设置,并根据项目反馈调整工作方式。

加分项 - 具备 HLSL / GLSL 阅读与编写能力,理解 DrawCall、光栅化、透明混合及渲染管线等基础机制。 - 能在 Houdini 中修改 DOPs Solver 或编写 Microsolvers;熟悉 Karma 离线渲染流程,能将高品质模拟数据烘焙为 VAT、Flipbook 或 3D Texture。 - 熟悉 Python,能够开发自动化工具解决团队实际生产问题;熟悉 C++ 或具备 Unreal Engine 插件、模块扩展经验者优先。 - 有跨角色、场景、动画、TA、程序或策划协作经验,并能通过技术支持、标准沉淀和项目结果对团队形成正向影响者优先。

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