描述和要求
Battlefield is a storied franchise renowned for uncompromising combat gameplay for over two decades. 100 million players and 5 billion hours played later, the Battlefield team is looking to define the future of the first-person shooter. United the banner of Battlefield Studios, 4 world-class teams across Criterion, DICE, Motive and Ripple Effect – all powered by the Battlefield Central Technology (BCT) team – have come together to focus on the future of the franchise, a connected Battlefield universe filled with immersive experiences built on our unique DNA.
At Ripple Effect, we are a studio where you can do the best work of your career. Above all, we're driven by quality - in the games we create, and in the studio we've built.
Our values: We believe every day our work should be better than it was the day before. We iterate, innovate, and support our devs as they grow in their crafts and push one another toward mastery. We believe in operating with integrity, and creating a diverse team where everyone's ideas are heard.
With studios located in Los Angeles and Vancouver, Ripple Effect has been dedicated to the Battlefield franchise since our founding as DICE LA in 2013.
We're all-in on the future and our most ambitious Battlefield yet. Want to be part of something special? Read on.
We are looking for a Level Artist like you to help us create the most realistic and exciting game worlds in the industry. You will report to our Art Line Manager, based in our studio in Los Angeles, California. We are considering on-site and hybrid working options within Canada to apply.
What you will do:
- Manipulate 3D terrain based on real world topography data and geographic principles to craft stunning virtual playspaces.
- Partner with designers to support game modes, player encounter needs, and narrative elements.
- Set dress the playspace to create believable worlds that follow the creative direction.
- Refine art assets and help solve performance issues.
The skills you will need:
- Strong traditional art foundation with an eye for scene composition and a good understanding of light and color theory.
- A portfolio that displays solid technical ability in 3D software packages such as Maya, Blender or 3DSMax.
- Working experience with real-time game editors (UE, Unity, etc.) and the corresponding budget limitations they demand.
- Experience working with physically based rendering pipelines.
- Solid communication skills with a desire to tackle complex problems.
Nice to Haves:
- Basic knowledge of terrain and landscape generators such as World Machine, Gaea, World Creator, or similar software is a plus.