Job Description
The Role
We'd like to conduct an experiment. Visit dbrand.com. Scroll through our product pages and take note of the visual. Now, try to guess which you saw were real-life photography and which were renders.
If you're struggling, it means we did a good job. If you aren't, you might be able to do an even better one.
We're looking for a Senior 3D Product Render Artist: someone who turns a raw CAD file from our Industrial Designers into an image so convincing that tech publications think we got early iPhone access. Someone who owns every render from raw STEP file to final frame. Most importantly, someone who doesn't need an Art Director looking over their shoulder during the process.
That individual probably works in-house at a consumer hardware brand right now. Or for the agency that brand hired. Maybe they're a concept render artist whose fake devices get mistaken for real leaks. Maybe they're topping ArtStation's Industrial & Product Design charts. To be perfectly honest, we don't care what they're doing right now. We care about what they can do here, for us.
Do the above paragraphs describe you? Of course not. You don't work here... yet. But if you have the skills we need, you certainly could.
The Environment
Still here? Excellent. Strictly speaking, dbrand sells commodities. Phone cases, screen protectors, stickers with ink on them. Anyone can make those. The alchemy nobody else has figured out is turning those commodities into admission tickets for a culture that millions have bought into.
As our Senior 3D Product Render Artist, your work will be scrutinized. Not just by us, but by our millions of customers, site visitors, and social media followers. Remember: our audience owns the exact devices you're rendering. They know what the chamfer looks like, how the anodization plays with the light, and whether the colour on their screen matches the device in their hand. They also have opinions. Strong ones, posted publicly, with a high degree of visibility. Get something wrong and you'll hear about it within seconds of publication.
Your role is to make sure they never get the chance. You'll live within our Photography team, feeding renders to our website, social channels, video projects, and packaging. You'll work with our Industrial Design team on CAD handoff, with our Graphic Designers and Software Engineers to animate product pages, and with our Videography team to build 3D scenes and motion graphics. Full pipeline, start to finish: refine, shade, layout, light, render - and even animate, when the brief calls for it.
Then there's the volume. During peak season, the launch calendars of Apple, Google, and Samsung add up to 1,000 renders, each of which has to be perfect and on time. Brute force won't get you there. Scene systems, procedural shaders, render templates, and a pipeline where the first SKU takes hours and the second takes minutes will. The question isn't whether you can render 1,000 assets. It's whether you can build the machine that does, so you can spend your time on the hero shots that matter.
Other times, it isn't about volume at all. A phone leaks at 9am. By 9:05, the creative team has an idea for a post and no asset to build it with. We get on a five-minute call. You disappear into Blender. By 3pm, your render is on its way to a million views on Instagram.
Both are the job.
At dbrand, your renders won't die in a slide deck that some client never looks at. They'll be the first thing millions of people see when a new iPhone drops, and the last thing our competitors see before they fail to copy your work.
At dbrand, your renders won't die in a slide deck that some client never looks at. They'll be the first thing millions of people see when a new iPhone drops, and the last thing our competitors see before they fail to copy your work.