- Location: Montreal
- Country: Canada
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Description & Requirements
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Our Motive is to develop innovative action games set in iconic worlds where every player feels like the hero. Let's say that again—iconic worlds where every player feels like the hero.
Our passion has taken us from imagining dogfighter pilots in Star Wars™: Squadrons to re-creating Isaac Clarke onboard the Ishimura in Dead Space™. Currently, we're working on two exciting projects, an original Iron Man™ action-adventure game and what's coming next for Battlefield™.
We believe in sharing our passion with our community and each other, fostering an inclusive culture, and nurturing a growth mindset. Although our approach may seem simple, it leads us to create the best work of our careers, bringing unique and immersive experiences to our players.
Motive is looking for a Lead Environment Artist to join the Battlefield team and help us build realistic environments, inspire incredible artwork, help define our production techniques, maintain budgets while always being focused on the highest quality execution – with empathy and clarity being at the heart of who you are as a leader. Reporting to the World Art Director, the Lead Environment Artist is a practical artist, inspired not only by the games industry but as a subject matter expert in environmental composition and art production with experience with working with teams to create something greater than they could by themselves.
Responsibilities:
- You will work together with the Art Director(s) to support Environment artists in delivering environments to quality and focusing on the bigger picture without getting stuck in details.
- You will guide artists and collaborate with project managers to determine budget, project scope, defining deadlines and prioritizes backlog content to consistently deliver on time and avoid diminishing returns.
- Supports artists on their team in their long-term development and day to day work.
- Holds regular 1on1s with team members, mentoring, giving feedback and guiding careers.
- Refine and review environments delivered from external sources and bring them up to quality standards.
- Collaborates with leads across disciplines to create environments that not only look great but also match tech requirements, thinking game first.
- Delegates tasks where necessary but above all nurtures a sense of ownership within the team, allowing artists to control their work where possible.
- The Lead Environment Artist also works with external/remote teams including usability partners and is expected to communicate and maintain the vision on a consistent basis.
- Questions and improves our production processes together with stakeholders, clarifying them to the team.
Qualifications:
You are an experienced environment artist whose portfolio should demonstrate:
- You have at least 3+ years experience leading an environment art team.
- Shipped 1 or more AAA game(s) on multiple platforms.
- You have an artistic eye with the ability to get the best out of artists in their teams through feedback and support.
- Good communication and interpersonal skills with a propensity for building relationships across seniority levels and helping people develop throughout their career.
- You have capability in backlog and time management, organization skills and scoping to deadlines and constraints.
- You have an ability to manage the team’s workload through planning and delegation without direction.
- Experienced in environment art workflows, including but not limited to asset placement and production, level creation, photogrammetry and PBR texturing, referring to experts for specialist level knowledge.
- Solid understand the aesthetics of environment, function vs. form relationships, as well as what makes a game level fun and intriguing.
- Thorough understanding of architecture and nature.
- Proficient knowledge of Maya, Substance painter and/or other 2D/3D software package.
- Deep knowledge of environment production process with an interest to collaborate with stakeholders to improve the way we work.
- All our team members will have to be able to shift quickly and flexibly and assume new roles and responsibilities as we grow and change. We’re looking for well-rounded innovators who thrive in the dynamic environment that new game creation demands.