- 장소: Montreal
- 시/도:
- 국가: Canada
설명 및 참여 요건
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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.
The Environment Artist will report to the Lead Artist. As a master of their craft and experience in this field, you are staying up to date with industry trends and user experiences, proposing solutions for future development. You will help in staff development from recruiting, training, and guidance of more junior artists.
Responsibilities:
- Support the Art Director in the vision for the game.
- Work closely with the World Tech Artist and support the World Environment Artists
- Establish high-quality assets and procedural presets.
- Create organic and hard surface models.
- Take advantage of NextGen technology to produce high-quality and rich environments.
- Create and manage storefronts, urban infrastructure, fake interiors.
- Manage road and sidewalk scattering presets.
Qualifications:
- 3+ years of experience in the industry.
- An eye for spatial composition, lighting, color, textures, and building believable scenes.
- Experience with environment aesthetics, function vs. form relationships, and what makes a game level fun and intriguing.
- Convey a sense of 'story' in a scene or game asset – considering age, weathering, and context.
- Adapt to different art styles, including photo-realistic and stylized.
- Proficiency in Maya, Max, Blender, or similar 3D modeling software.
- Open World and procedural experience, Procedural Content Generation (PCG) a plus
- Knowledge of terrain creation (both modeled and procedurally generated) is an advantage.