Environment Artist at Fatshark Games
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Latest comments
by Nils Arenz
7 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

by Anthony Thomas Gaines
10 hours ago

Is this not like gear VR or anything else

by Starkemis
12 hours ago

Thank you!

Environment Artist at Fatshark Games
2 October, 2018
Art / animation

The team is looking for an Experienced Environment Artist to join them, helping finalize their amazing levels with a high-quality visual flair for current and upcoming projects.

Salary: not mentioned
Company: Fatshark Games
Location: Sweden, Stockholm
Position type: Full-time
Remote job: no
Relocation Assistance: yes
Responsibilities
  • Collaborate with level designers, concept artists and level artists creating assets to be used in-game. For this position, mainly larger constructs such as landscapes, houses, vistas but also smaller props all the way from blockout to shipped quality (optimized etc).
  • Create materials/shaders for assets with a strong focus on playability and fast iteration.
  • Play the game and extract missing assets, create them, and request concept art/paint-overs where needed.
  • Create “beautiful corners” for inspiration to others in the team, explore and experiment.
  • Make sure the levels run on target platforms. If some areas are assets-heavy you have to be able to analyse why and address the issues by designing around this.
  • Take in and address critique and feedback from testers.
Requirements

Required qualifications

  • A graphical eye with a strong understanding of color, form, shape, structure, and silhouette.
  • Be able to read and follow a piece of concept art, and be able to improvise without one.
  • 3+ years’ experience creating real time 3D environments for Console or PC.
  • Expert level proficiency with 3ds Max, ZBrush, 3dCoat, Substance, Photoshop or equivalent 3D and 2D software.
  • Ability to author PBR materials and all associated maps for new or existing assets, as well as classical texturing methods.
  • Work well in a team environment.
  • A strong grasp of modular building and reusability.
  • Strong communication skills.
  • Ability to meet deadlines and handle multiple tasks.
  • Strong technical ability and willingness to learn new tools, techniques and workflows.
  • Versatility, independence and a sense of initiative are your strong points.
  • Fluent in spoken and written English.

Bonus qualifications

  • Shipped at least 1 AAA or equivalent game.
  • Houdini experience.
  • Development of cooperative games.
  • Strong proficiency with natural assets such as plants/trees.
  • Strong Warhammer interest.
  • A background in gaming.
  • Degree in art or game design.
Offer
  • A fun, friendly and inclusive work place
  • Hands-on production environment with an emphasis on cooperative/multiplayer games
  • Opportunities for personal growth with varied projects, experienced co-workers and recurring hack weeks
  • Regulated flex time and paid overtime
  • Development in Autodesk Stingray and LUA
  • Office located in central Stockholm
Apply

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