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일반 정보

지역: Orlando, Florida, United States of America 
  • 장소: Vancouver
  • 시/도:
  • 국가: Canada


역할 ID
211328
근로자 유형
Temporary Employee
스튜디오/부서
EA Studios - SPORTS
유연근무제
Hybrid

설명 및 참여 요건

Electronic Arts는 전 세계 플레이어와 팬들에게 영감을 불어넣을 차세대 엔터테인먼트 경험을 제작합니다. 여기에선 모든 이가 이야기의 일부가 됩니다. 전 세계를 연결하는 커뮤니티의 일부이자 창의력이 번창하고 새로운 관점을 제시하며 아이디어가 중요한 곳이며 모두가 플레이 제작에 참여할 수 있는 팀입니다.

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



Electronic Arts 소개
EA는 전 세계의 다양한 게임과 경험, 지역, 그리고 기회에 대한 광범위한 포트폴리오를 보유함에 있어 자랑스럽게 생각합니다. 당사는 적응력, 회복력, 창의성, 호기심을 중시합니다. 잠재력을 발휘하는 리더십부터 학습과 실험을 위한 공간을 만드는 것까지, 당사는 여러분이 훌륭한 일을 하고 성장의 기회를 추구할 수 있도록 힘을 실어드립니다.

EA는 신체적, 정서적, 재정적, 직업적, 지역 사회 복지를 강조하는 복리후생 프로그램으로 균형 잡힌 삶을 지원합니다. 당사의 패키지는 지역적 필요에 따라 맞춤형으로 구성되어 있으며, 의료 보험, 정신 건강 지원, 퇴직 연금, 유급 휴가, 가족 휴가, 무료 게임 등이 포함될 수 있습니다. 당사는 팀이 항상 최선을 다할 수 있는 환경을 육성합니다.

Electronic Arts는 동등한 고용 기회를 제공합니다. 채용에 관한 모든 결정은 인종, 피부색, 출신 국가, 혈통, 성별, 성 정체성 또는 성 표현, 성적 성향, 나이, 유전 정보, 종교, 장애, 질병, 임신, 결혼, 가족 상황, 군 복무 여부 또는 기타 법으로 보호되는 기타 특성과 관계없이 내려집니다. 당사는 또한 해당 법률에 따라 전과 기록이 있는 자격을 갖춘 지원자도 채용 대상으로 고려합니다. 또한, EA는 관련 법률에서 요구하는 대로 장애가 있는 자격을 갖춘 개인을 위한 직장 내 편의 시설을 마련합니다.