This job listing expired on Apr 22, 2021
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Cloud Imperium Games 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 with the production and engine groups across multiple studios.

The ideal candidate has a strong understanding of environment asset creation and modular kit-based construction methodologies. They understand all phases of environment creation from block-out through lighting. They work well and communicate with designers and other disciplines in a collaborative team oriented development process.

Sample pictures or portfolio link, which shows sample work are necessary.

Covid-19 Hiring Update: We’ve transitioned to a work-from-home model and we’re continuing to interview and hire during this time. This role is expected to begin as a remote position. We understand each person’s circumstances may be unique and will work with you to explore possible interim options.

Portfolio or demo reel should demonstrate:

  • Exceptional modeling skills. Great assets examples using custom normal workflow or high to low poly baking
  • Strong understanding of a PBR workflow
  • Examples of building realistic shader libraries
  • Examples of beautifully finished environments
  • Ability to create game ready assets, that work well within the given technical limitations
  • Very strong texturing skills and excellent knowledge of Adobe Photoshop
  • Keen eye on detail and realism
  • A strong sense for composition, color and light
  • At least average drawing/painting skills

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
  • Work with Lead and Production on task estimates and scheduling of tasks

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
  • 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
  • Willing to relocate to Frankfurt am Main, Germany

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

If you feel you have something to offer this role, even if you don’t think you qualify for all the above, you should still apply – we are an inclusive employer and if you have potential, talent and a great work ethic, we want to hear from you.