Job Description
Communication Jobs. Edulink Jobs
The Tutor delivers Terms 3 and 4 of the Advanced Diploma (Game/3D track), guiding learners from ideation and asset creation in Blender, Substance 3D Painter, and Unity (Term 3) to Maya, Arnold, rigging, and character animation (Term 4). The role emphasizes practical, portfolio‑ready outcomes, sound pipeline habits, and fair, skills‑based assessment.
Minimum Qualifications
- Higher Diploma or Bachelor’s in Animation, Game Development, Computer Graphics, or a related field (or equivalent professional track).
- 2+ years teaching/training experience or strong, recent industry experience with a solid portfolio.
Technical Proficiency
- Term 3 — Game Idea → Assets → Level
- Game ideation & visualization: concise GDDs, moodboards, scope control/MVP thinking.
- Blender: foundation modeling (hard‑surface/organic), clean topology (quads, bevels, modifiers), scale discipline.
- Retopology & UVs: deformation‑aware edge flow, UDIM/packed UVs, consistent texel density, seam strategy.
- Substance 3D Painter: PBR metal/rough workflow; high‑to‑low bakes (AO/Curvature/Normal); smart masks; Unity export/channel packing. • Unity (URP basics): import pipeline (units/axes), prefabs/colliders/LODs, lightmapping & probes, navmesh/block‑out to polished pass, basic post‑processing.
- Performance awareness: draw calls vs atlasing, LOD strategy, texture budgets (mobile/desktop).
- Term 4 — Maya • Arnold • Rigging • Animation
- Digital preproduction: story beats, shot lists, timing sheets, camera basics.
- Maya modeling: deformation‑ready quads, supporting loops, naming and scene hygiene.
- Lookdev & texturing in Maya: Arnold Standard Surface, roughness/spec ranges, displacement/normal usage, UDIMs.
- Lighting & rendering (Arnold): 3‑point/naturalistic setups, exposure & sampling strategy, AOVs and denoising, linear/ACES workflow.
- Rigging: joint placement/orientation, IK/FK, constraints/controllers, skin weighting & deformation tests; familiarity with Advanced Skeleton is a plus.
- Character animation: 12 principles, cycles (walk/run) and a short acted beat, Graph Editor finesse, clean playblasts.
Teaching & Delivery
- Plans: weekly lesson plans, rubrics, staged exercises, checkpoints, and fair final assessments.
- Feedback: demo → practice → critique loop; constructive, timely notes; portfolio coaching.
- Pipeline: disciplined files/folders, naming, versioning/backups; project trackers where applicable. Portfolio Evidence to Request
- Term 3: two to three game‑ready assets (hi→low bake with maps, poly/tri counts, MIP‑safe textures) and one Unity mini‑level (block‑out → dressed, lightmapped).
- Term 4: a deformation‑safe character rig (T/A pose) with test poses; short animation cycles (walk/run + one acted beat); a lighting comp with AOV breakdown.
Lab & Infrastructure Familiarity
- Windows workstations with 16–32 GB RAM, SSD storage, and a modern mid‑tier GPU (≥6 GB VRAM).
- Software installation/licensing; project folder structure and backup policy; Unity/Maya export settings sanity checks.
Quick Practical Checks (Interview)
- Area Task Time Model → Retopo → Bake → Texture Model a simple prop, retopo/UV, bake maps, quick Painter pass (Unity export). 30–45 min
- Maya Rig/Animation Create a simple control rig and animate a short cycle; discuss Graph Editor decisions. 30–45 min
- Arnold Rendering Set up lights, show AOVs, explain sampling/denoise choices and linear/ACES workflow. 10–15 min
Role Outcomes (Aligned to Job Profiles)
- Term 3: Game Asset Designer, Game Level Designer.
- Term 4: 3D Game Artist, 3D Animator, 3D Modeler, Texturing Artist, Lighting Artist, Rigging Artist, Rendering Artist.
How to Apply
To Apply send your cv to l.ngotwa@edulink.ac.ke Deadline of application 10th November 2025
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