your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?
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Join Rockstar Games to create next-generation worlds for exciting upcoming projects. Create immersive, living and fully-realised environments. You have a chance to work at Rockstar Toronto on creating exciting and believable artwork, building and texturing environment assets for the biggest and best open world environments in the industry.
- Sculpting, modeling and texturing terrain for next-gen game environments.
- Work within the map department specialising in landscape terrain art.
- Participate in R&D of new techniques to implement into production pipeline.
- Proactively seek feedback from Lead Artist and Creative Directors.
- Ensuring artistic style is consistent with defined visual style for the game.
- 2+ years of post-secondary educational experience in 2D and 3D art production.
- Preferably worked on released titles.
- Superior 2D and 3D art skills.
- Should be proficient at sculpting natural landscapes of varying terrain.
- Possess a good knowledge of cutting-edge shader techniques.
- Eagerness to learn new software tools and technologies.
- Ability to work in a team setting, under deadlines and time constraints.
- Expertise in 3ds Max, Photoshop and either ZBrush or Mudbox is required.
- Strong technical background with ability to grasp new programs and systems quickly.
- Ability to work with a high degree of self-direction and motivation.
- Strong communication and time management skills.
- Able to prioritize and multi-task.
- Creative nature with strong problem solving skills.
- Game experience preferred.