Content Design Engineer at Planet Interactive
Cupertino, CA 95014
About the Job
Technical Design Artist
Location: Remote -Must be local to NYC//Culver City//Cupertino
Pay: Up to $100 per hour DOE
Benefits: Health, Dental, Vision and more
Duration: 6 mo to start
Planet Technology is looking for a Technical Design Artist to join our well known media client.
You’ll be exploring new and existing technology looking for creative ways to augment existing content or come up with completely new ideas. You, in collaboration with other members of the team, will design, implement and iterate on new content prototypes. We are looking for people who can not only dream up cool new ideas, but build things from those ideas.
You will take comps from design and rebuild them using internal frameworks and technologies. You will work with our engineering partners to help identify where our tools fall short and where we need to lean into things in order to achieve the original design intent. You can write shaders, and have a general understanding of how realtime graphics works. Experience with realtime visual programming languages such as TouchDesigner, Processing, OpenFrameworks, Unity, etc. is useful.
You aren’t afraid of production work. We are a small team, and as such we wear a lot of hats. One of those hats is the production hat. You obsess over small details, and make sure every pixel is in its place, not because you have to, or because someone told you to, but because you want it to be correct.
You have experience with 3D modeling, VFX composition and video editing.
You are able to communicate in clear concise manner (whether it be email, voicemail or face to face). You are easy-going, able to multi-task, can deal with tedious tasks and with multiple rounds edits. You are a self-starter and don’t need to be asked to do things. You are dedicated to finding the best possible way to do something today, knowing tomorrow there may be a much better way to do it. You are level-headed and keep your cool when deadlines or other pressures develop. You thrive in a fast-paced environment and are able to keep many different projects and priorities organized and moving in the right direction. You are nimble, and can change directions easily and comfortably, even if that means starting over, or doing something completely different than what you want to do.
The files created need to follow user interaction guidelines; we need to be thinking about how the end user will experience the template and the app. We take pride in all the work we create (from templates that are in an app to a spreadsheet we may use internally). We document how things are done. The process is constantly changing so we have to think fast, adapt and brainstorm new ways to produce results.
We work with Engineers to develop tools to do our job as effectively and accurately as possible. We need to anticipate what we need from Engineering so that we can work together to ship the product. A deep understanding of how code works, and how things can be manipulated to suit our needs is essential for success. Figuring out how to turn short timelines and limited resources into shipping products is paramount for success. A deep understanding of our Apps is very important. You may be asked to work on something that can’t be done with any shipping app, so the ability to articulate what tools will be necessary to design, produce and ship a product.
Education/Experience
- You should be a Swiss army knife, with the ability to become an expert at any tool we may need to complete a task. Most of the time these tools don’t exist, so you’ll draw on your experience and instinct to help define the tools based on the needs of the project.
- Experienced with Metal/GLSL/HLSK Shaders and visual programming languages and tools such as Touch Designer, Processing, OpenFrameworks, ShaderToy, or Unity
- Proficient in iWork Suite ( Keynote, Pages… ) and Adobe Creative Suite ( Photoshop, Illustrator… )
- Proficient with GIT
- Understanding of 3D and Video pipelines and tools a plus ( Cinema 4D, Houdini, Nuke, After Effects, Final Cut )