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通用信息

地点:Montreal, Quebec, Canada 
  • 地点: Montreal
  • 州:
  • 国家/地区: Canada


角色 ID
206376
工作人员类型
Regular Employee
工作室/部门
EA Studios - Motive Montreal
弹性工作安排
Hybrid

描述和要求

我们是一支全球化团队,由创作者、剧作家、技术专家、体验创作者和创新者等角色组成。我们相信,精彩的游戏与体验始于与玩家和社区同样多样化的团队。在 Electronic Arts,你的想象力是对你的唯一限制。

(Pour visualiser la description de poste en français, veuillez sélectionner le français dans le menu déroulant au haut de la page sous "Select Language".)

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 Senior 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.
  • Conceptualize and design game environments, summarizing concept art and block models into compelling game environments.
  • Establish high-quality benchmark and prototype levels.
  • Create organic and hard surface models.
  • Take advantage of NextGen technology to produce high-quality and rich environments.


Qualifications:

  • 6+ 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, Modo, or similar 3D modeling software.
  • Paint believable surfaces, using industry-standard software (Substance Painter).
  • Knowledge of terrain creation (both modeled and procedurally generated) is an advantage.
  • Open World experience a plus.