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Facebook Technical Artist - Rigging/Pipeline in Zurich, Switzerland


Facebook's mission is to give people the power to build community and bring the world closer together. Through our family of apps and services, we're building a different kind of company that connects billions of people around the world, gives them ways to share what matters most to them, and helps bring people closer together. Whether we're creating new products or helping a small business expand its reach, people at Facebook are builders at heart. Our global teams are constantly iterating, solving problems, and working together to empower people around the world to build community and connect in meaningful ways. Together, we can help people build stronger communities - we're just getting started.


We're looking for an experienced Technical Artist to join our Facebook Reality Labs (Research) Digital Humans team to work closely with research scientists, engineers, and other technical artists, to advance the level of realism of VR/AR characters in future Facebook apps and platforms, to be used by billions of users around the globe.

Required Skills:

  1. Create tools to streamline the creation of 3D digital human models

  2. Create well-designed polygonal and tetrahedral meshes and hair grooms

  3. Create rigs of various levels of complexity (facial, full body, hands)

  4. Contribute to and help maintain a wide array of existing workflows and tools

  5. Partner closely with research, art and engineering teams

  6. Design, manage and maintain the pipeline from artists and designers through to deployment

  7. Quickly solve issues with your cross-functional leads

  8. Ability to collaborate and iterate based on the team's needs

  9. Processing of 3D/4D data from camera-based capture systems

Minimum Qualifications:

  1. Experience with modelling/rigging in Houdini, Maya, Blender, Wrap3d or similar packages

  2. Experience creating polygonal and tetrahedral meshes

  3. Experience with VEX, Python, Maya Python/PyMEL, C++ API

  4. Experience in film or game development as a Technical Artist

  5. Knowledge of human anatomy and its digital modeling

  6. Experience collaborating on multi-disciplinary teams

  7. Experience communicating across team members including engineers and artists

  8. Experience in facial and character rigging, skinning and corrective shapes

Preferred Qualifications:

  1. Extensive experience in visual effects with emphasis on digital humans

  2. Experience with physics-based simulation (flesh, cloth, hair, rigid bodies), e.g. Ziva or FEM Solver

  3. Experience with face tracking from video or similar capture systems

  4. Experience with digital cameras and motion capture

  5. Experience of working with research teams exploring new technologies

  6. Experience with VR/AR

  7. Knowledge of modern technologies: deep learning frameworks (PyTorch)

  8. Shader programming experience

Industry: Internet