Senior Environment Artist at Foundry 42
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Latest comments
by Démoléon Jérémie
2 hours ago

Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .

Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.

by Ku ê
3 hours ago

:0

Senior Environment Artist at Foundry 42
21 October, 2018
Art / animation

Foundry 42 Ltd. is looking for a talented and experienced Senior Environment Artist to work for the First Person Shooter areas of Star Citizen and Squadron 42. 

Salary: not mentioned
Company: Foundry 42
Location: UK, Wilmslow
Position type: Full-time
Remote job: no
Relocation Assistance: yes
Responsibilities
  • Creating game ready models of environmental objects (architectural building sets, organic’s, etc)
  • Working in the editor to build out levels and environments
  • Creating efficient UV layouts that work well within the engine/platform constrains
  • Creating realistic PBR shaders
  • Create tutorials, style guides, and technical guides to help communicate workflow and efficiency knowledge, as well as artistic expertise
  • Define budgets for the given platforms together with Lead Artist and tech group
  • Work closely together with the Level Design department
  • Work independently on asset sets and oversee level art
  • Define work processes together with the Lead Artist and production group
Requirements
  • 5+ years professional game production experience
  • Previous experience creating high quality environments for AAA games
  • Thorough knowledge of the game development process
  • Shipped (from pre-production to release) 2-3+, large scale, 3D titles (PC, current/next-gen consoles)
  • Evidence of being a leader and role model, within their trade
  • A strong ability to create believable environments within a games engine
  • Strong knowledge of 3DS Max, Photoshop and Zbrush / Mudbox as well as experience in using editors to lay out environments
  • Strong knowledge of Substance / Quixel packages
  • Ability to derive a well-structured lowpoly model from the high poly model
  • Strong understanding of efficient UV layout for lowpoly objects
  • Strong understanding of modular level creation methods
  • Experience creating environments using modular systems
  • An understanding of effective asset creation and optimization
  • A strong understanding of shader functionality
  • Strong knowledge and/or experience with PBR
  • An understanding of effective asset creation and optimization
  • A keen eye for spatial composition and building believable scenes
  • Excellent sense of form, mass and volume
  • Passion for pushing the state of the art in asset fidelity and production techniques
  • Passion and constant drive to stay up to date with latest technology and new techniques
  • Expert in time management, verbal and written communication skills
  • Focused, motivated and effective on all tasks through completion
  • Keep a positive team-oriented attitude
  • Be proactive and self-motivated, work without direct supervision
  • Ability to complete tasks within given time constraints
  • Excellent English communication and written skills
  • International travel may be required as part of the role

Pluses:

  • Knowledge with CryENGINE
  • Hard surface modeling experience
  • Experience with programmatic and/or parametric environment generation tools
  • Experience in architecture, interior or industrial design
  • Strong interest in science fiction based themes
  • Experience with Outsourcing and/or collaboration with external studios
  • The ability to manage and supervise mid-level and junior artists and willingness to carry out mentorship tasks
Offer
Apply

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