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Informazioni generali

Località: Stockholm, Stockholm County, Sweden 
  • Sede: Stockholm
  • Stato:
  • Paese: Sweden

  • Sede: Guildford
  • Stato:
  • Paese: United Kingdom


ID del ruolo
201129
Tipo di dipendente
Regular Employee
Studio/Reparto
CTO - Frostbite
Modalità di lavoro flessibile
Hybrid

Descrizione e requisiti

Siamo un team globale di creatori, narratori, tecnologi, creatori di esperienze, innovatori e molto altro ancora. Crediamo che giochi ed esperienze straordinarie partano da squadre tanto diverse quanto i giocatori e le community per cui lavoriamo. A Electronic Arts, l'unico limite è la tua immaginazione.

Frostbite is EA’s proprietary game engine that comes equipped with tons of tools and technologies designed to build incredible games. Our in-house engine offers the unique ability to adapt to each game while working hand-in-hand to prioritize what to build.  Our goal is to empower creators all over the world to bring their best ideas to life by creating an engine that amplifies innovation across every discipline. 

Learn More

What does a Technical Artist do?

As a Technical Artist, you will report to Frostbite's Technical Art Director. You will directly contribute to and push the boundaries of the newest terrain tools and workflows that Frostbite releases to game teams. You'll help make our development process more creator-centric by serving as a link between engineers and game creators.

You Will

  • As a Technical Artist on Frostbite, you will collaborate directly with engineers, product owners and game teams to improve the tools and workflows of our terrain and procedural systems.
  • You will collaborate with the Frostbite content team to build tech demos and create documentation and training materials to help educate the Frostbite community and broadcast Frostbite's capabilities.
  • You will collaborate and advise on tools, workflows and best practices with Technical Artists and Designers across all of EA studios using Frostbite.

You Will Need

  • At least 5+ years in game development or film industry, with a focus around open world, terrain world building, Terrain Procedural World Building.
  • Experience creating terrain procedural solutions and algorithms in a game or film production environment.
  • Experience working with terrains tools in a game engine or in external software. (Quadspinner Gaea, world machine, world Creator, etc.)
  • Experience with shader authoring through HLSL or node scripting 
  • Shipped 2+ games or similar within relevant industries.

Bonus

  • Experience helping others achieve their best through game development tools
  • Experience with a diversity of content creation tools within a game engine
  • Knowledge of Lua, Python or other scripting languages
  • Comfortable engaging and building relationships with multiple teams and individuals globally
  • Experience using Maya, Substance or other DCCs