It looks like they are looking to fill a few positions and add people to their talent roster. They want you to also add your area of expertise and any openings you'd be interested in On their site they have the following openings listed:
I've yet to meet an artist who is thrilled with the new render setup. Which to me is a little strange. As they all seem to like the legacy render setup more, even with it's quirks and reference issues, and lost links, and all the things that everyone has complained about for the last ... well since Maya was created. I think it mostly comes from the devil you know. We've all had those late nights of trying to fix a broken layer , until we finally said, "screw it" , and just deleted all the layers and started over.. or decided that that pass wasn't all that important and just fixed it in comp. It also comes from simplicity. The legacy render layers couldn't be simpler. Put things in a layer, add some lights, change some textures and shader settings, and 7 times out of 10, you get what you expected with no hassle. Also a lot of studios have developed simple tools to make most of the issues go away. While autodesk was listening to everyone complain, they decided to roll out an entirely new render setup to replace render layers. And in doing so, came up with something super powerful and flexible, and generally easy to debug. But also, a lot more daunting than the three or maybe even four steps that are needed to work with legacy layers.
I think Autodesk may have been listening again. As they've just release a 7 part series for "Intro to Render Setup for Autodesk Maya 2018 update 4" (by the way,, if you are not on update 4, please do so. there are some nasty bugs that appeared in update 3)
Unreal Engine ( EPIC) has created a new site and podcast to discuss all the news and latest with podcasts, articles , and tutorials . Go check out the latest podCast with Mike Seymore on "What is Virtual Production?"
Mischa Koibe has released his second release of the node calculator. Which basically is like an expression converter from script to nodes. Nodal networks vs expresssions can not only run in parallel ,but also tend to play a lot nicer with references, and with in-evitable name changes of controls and geo etc, ( which expressions tend not to ) I really like his way of building on previous code and making modules that cna be re-used in the nodeCalculator.. I have tried writing a converter before and it does get pretty hectic quick, dealing with order of operations especially, so I can only imagine the amount of time it took to build this all out. I haven't tried it out yet, but I definitely like the idea. NodeCalculator Script: github.com/mischakolbe/node_calculator