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Role: Experience Designer II
Location: Orlando, FL, USA | Vancouver, BC, CA
Remote Work Option: Hybrid - 3 days in the office
Electronic Arts is the leading interactive entertainment company, powered by innovative technology. We create incredible experiences for millions of players around the world. But what matters most is our people who inspire us, and the world, to play. As we bring new forms of entertainment to people around the world, we need creative, collaborative, diverse, and adaptable people to keep making Electronic Arts better.
Tiburon is an Electronic Arts studio focused on the development of sports games. Based in Orlando, it has team members around the globe and embraces a remote-working, geo-diverse team and culture. We are all about having fun, taking chances, and making great games that people want to play with their friends. Working on the next evolution of our NFL and NBA software, we are set to provide an experience that will embrace and build upon everything that makes our franchises so special.
Mako Mobile is looking for an Experience Designer II to join our mobile sports Experience Design Team.
RESPONSIBILITIES
Building highly collaborative relationships with a cross-disciplinary team and partner groups to set priorities for meaningful design solutions that meet player and business goals within technical constraints.
Be an exceptional collaborator and facilitator of visual effects to deliver a compelling player experience throughout the user interface.
Conceptualize, design, and create stunning in-game visual effects (modeling, texturing, animating, lighting, shaders, etc) by using available tools in a real-time engine.
Distilling user research, competitive analysis, and feedback into user-centered design goals.
Collaborate with Artists, Designers, and Engineers to ensure that the visual effects are of a very high quality and will enhance the overall player experience within the engine's constraints.
Work with the Art Team to define a consistent style for VFX and to ensure the quality of the assets for all aspects of the project.
Ensure that VFX assets are built efficiently and within the given deadlines.
Prepare assets for export to the game engine.
Provide creative and innovative solutions to technical art problems and/or restrictions.
Help in developing tools & refining pipelines for the art production process.
Framing and solving hard design problems informed by data (quantitative and qualitative.)
Words, low-fidelity wireframes, physical objects, space, motion, interaction behavior, and other visual representations are used to determine how to use a product effectively and emotionally resonantly.
Prototyping representative models of a product or feature for testing to obtain user feedback, assist with development decisions, and mitigate risk. These range from paper or click-throughs to higher-fidelity prototypes.
Applying and establishing a set of design standards, documentation, and principles that are used alongside a design system of design interactions, patterns, and scalable components to build a consistent product.
Applying psychological principles, ergonomics, and cognitive science to design holistic experiences for various abilities, motivations, and needs.
Organizing, labeling and structuring content in a way that is understandable for users/players to allow them to find and move through information and complete tasks
Helping teams empathize with users and advocating for usability and accessibility
Make the user's experience as intuitive as possible, in particular by making sure a game user can easily navigate menus, icons, and displays. Conceptualize and create individual assets for the interface. Motion knowledge may also be required.
Conceptualizes thematic-based items that users can earn and equip in-game
Report to the Associate Experience Design Director
REQUIREMENTS
3+ years of experience as an experience designer, interaction designer, product designer, or any other related experience
Experience designing intuitive consumer-facing content creation tools for a variety of devices or platforms
You have a broad experience design toolkit for various stages of development (i.e. UX, UI, motion...)
Experience presenting and rationalizing design strategy and decisions to diverse audiences using these opportunities to advocate for players, share knowledge, and demonstrate design thinking in action.
Bonus points if your motion, 3D modeling, and rendering skills are solid
Passion for games with a solid grasp of market trends