NOTE: This job is no longer available!
Environment Artist
Leamington Spa
The Environment Artist is responsible for building the worlds that the player should be immersed within and is a vision holder for the area of the game that
they create. They need solid experience of the art pipeline as they are responsible for delivering complex scenes from content creation through to target
hardware. They also need a strong understanding of architectural and structural design, set piece environment and/or prop animation, lighting, structural
composition and an appreciation of game level design.
Specific requirements for this role:
Directly reporting to: Art Manager
DUTIES:
* Modelling- Creating 3D models using Maya and Z-Brush.
* Texturing- Creating and applying textures.
* Surfacing- Creating and applying shaders within BlitzTech.
* Integration- Integrate and test created assets autonomously on the target hardware via BlitzTech, ensuring all scene elements are working correctly and within
the preset scene budget.
* To create all aspects of environment artwork where required producing all level models, textures and surfaces within specification and within the allocated
time.
* To implement game design elements and special effects when and where applicable.
* Required to produce animated scene elements when required.
* Produce and revise environment paint-overs as and when required.
ESSENTIALS:
* 3D modelling
* Excellent skills in creating 3D models including environments and props to the specification and art style as set by the Art Manager using Maya.
* Understand and apply good working practise with regard to geometry resolutions, modelling for deformation (animation) and modelling for texture placement.
* Optimise existing 3D models to fit within the specification and produce multiple levels of detail from low polygon through to high resolution models whilst
still maintaining the highest visual quality possible.
* Create and iteratively develop game assets from inception to final review on the target hardware within the game engine using appropriate tools (BlitzTech
Tools).
* Texturing
* Create and apply texture maps to the specification and art style as set by the Art Manager using Maya and Photoshop / Painter.
* Good UV texture placement and mapping with effective texture page use and a uniform distortion free texel density.
* Creation of texture maps at all applicable cross-platform resolutions.
* Proficiencies in the creation (also sampling and baking) and adjustment of texture stages for high quality, current gen in-game surfaces. This can include
normal maps, specular maps, ambient occlusion, environment maps, cube maps etc.
* Sculpting- Creating high resolution sculptures in Z-Brush of architectural and organic elements and extracting (baking) out high resolution topological
details to texture maps (where applicable).
* Lighting - Ability to apply good lighting principles to all artistic output by lighting geometry to the required quality and artistic specification within the
primary art package.
* Surfacing- Good working practices in the accurate simulation of surfaces using hardware shaders including the following: -
* Texture map creation (normal, specular, diffuse, ambient occlusion, cavity etc.)
* Implementing, parameter adjusting and editing using BlitzTech.
* Testing and iterative improvement on the target platforms.
* Optimisation.
* Genuine passion for creating in game environments and worlds.
* Excellent polygon modelling skills in realistic, fantasy/cartoon and abstract styles as required by the art style of the project.
* Excellent photoshop skills including photo manipulation and hand-painted texture creation techniques.
* A strong understanding of lighting and shadowing, how it connects with story and the flow of the game as well as its effect on mood, atmosphere, composition
and immersion. Also an understanding of the different styles of lighting and how it can be used with different art styles.
* A solid understanding of different lighting and shadowing technologies and pipelines including both static and dynamic solutions on all current gen platforms.
* An appreciation of game level design, how it fits with the art pipeline and all relevant level design requirements. Also, how they impact or tie into the
visual style of the game.
* A solid understanding of surfaces and how to re-create them in digital form. This includes the creation and adjustment of textures, alphas, material and/or
shader parameters to create specific surface types.
* To be able to search, collate and prepare reference and source materials as required for the creation of in game environments.
* Ability to interpret 2D environment concepts to capture their essence while resolving their forms in 3D. This interpretation must be strong with both
realistic and stylised concepts.
* An understanding of special effects and how they can be used within a game environment and the impact on performance that these effects will have.
* The ability to do paint-overs to visually communicate the iteration of game environments.
BENEFICIAL QUALITIES:
* Excellent traditional art skills.
* Basic rigging, skinning and animation skills.
* Familiarity with adjusting surface shaders and materials.
* Mentoring skills to pass on experience to team and interested juniors.
* Scripting - Skills in the use and application of art centric scripting languages such as Python, Mel and CGI.
* Ability to produce conceptual artwork
ESSENTIAL SKILLS REQUIRED - REGULAR:
Artists must possess a good grounding in artistic skills and exhibit the ability to make good artistic judgements coupled with robust tool skills and an all
round ability to autonomously create high quality game art assets.
Traditional Art Skills
* Appreciation and ability to make good artistic judgements on form, colour and composition.
* An understanding of the basic principles of lighting.
* A basic working knowledge and general understanding of human anatomy.
* Good natural artistic ability and flair.
* Ability to develop and communicate ideas and concepts in a visual manner - both digitally and using traditional media.
Self Management and Organisation
* Ability to work to a brief, adopt working practices and work within the stated bounds including art style, technical specifications, scheduling and overall
spirit of any given project.
* Ability to identify production issues and communicate them appropriately.
Teamwork and Communication
* Keep managers and any dependent team members informed about the progress of work including any potential conflicts or bottlenecks.
* Ability and willingness to fit into and contribute to a creative team environment
Professional attitude and work ethic
* Ability to accept and work under the art direction of a project Art Manager.
* Will be thorough in their approach to problem solving and able to function independently as and when required
* Needs to be comfortable working to deadlines
* Attention to detail is essential and all tasks must be carried out to the highest standard
* A willingness and ability to learn and progress is essential
* A consistent professional approach to naming, filing, backing up and archiving of all work in accordance with company and team policy.
* Proficient skills in identifying a need for and sourcing appropriate visual reference material.
FORMAL QUALIFICATIONS:
In terms of formal qualifications, it is agreed that levels of attainment should not be set. Respective art and/or animation skills are paramount when
considering any applicant, however, foreign applicants requiring work permits or visas would need due consideration. At Blitz Games Studios we adopt an approach
that relevant higher qualifications are `preferred' as opposed to `required' for UK/European and other `work legal' applicants, however to be considered for
this role demonstrable skills and ability in the role requirements will be expected and sought.
TRAINING:
Although the jobholder will be trained on the job, they will be expected to develop their artistic appreciation and tool skills using their own initiative and
in their own time. As well as organised training sessions via the Blitz Academy, we encourage staff to broaden their skills further by giving them the
opportunity to attend external courses as appropriate.
Attractive salary, benefits and a great career opportunity.
they create. They need solid experience of the art pipeline as they are responsible for delivering complex scenes from content creation through to target
hardware. They also need a strong understanding of architectural and structural design, set piece environment and/or prop animation, lighting, structural
composition and an appreciation of game level design.
Specific requirements for this role:
Directly reporting to: Art Manager
DUTIES:
* Modelling- Creating 3D models using Maya and Z-Brush.
* Texturing- Creating and applying textures.
* Surfacing- Creating and applying shaders within BlitzTech.
* Integration- Integrate and test created assets autonomously on the target hardware via BlitzTech, ensuring all scene elements are working correctly and within
the preset scene budget.
* To create all aspects of environment artwork where required producing all level models, textures and surfaces within specification and within the allocated
time.
* To implement game design elements and special effects when and where applicable.
* Required to produce animated scene elements when required.
* Produce and revise environment paint-overs as and when required.
ESSENTIALS:
* 3D modelling
* Excellent skills in creating 3D models including environments and props to the specification and art style as set by the Art Manager using Maya.
* Understand and apply good working practise with regard to geometry resolutions, modelling for deformation (animation) and modelling for texture placement.
* Optimise existing 3D models to fit within the specification and produce multiple levels of detail from low polygon through to high resolution models whilst
still maintaining the highest visual quality possible.
* Create and iteratively develop game assets from inception to final review on the target hardware within the game engine using appropriate tools (BlitzTech
Tools).
* Texturing
* Create and apply texture maps to the specification and art style as set by the Art Manager using Maya and Photoshop / Painter.
* Good UV texture placement and mapping with effective texture page use and a uniform distortion free texel density.
* Creation of texture maps at all applicable cross-platform resolutions.
* Proficiencies in the creation (also sampling and baking) and adjustment of texture stages for high quality, current gen in-game surfaces. This can include
normal maps, specular maps, ambient occlusion, environment maps, cube maps etc.
* Sculpting- Creating high resolution sculptures in Z-Brush of architectural and organic elements and extracting (baking) out high resolution topological
details to texture maps (where applicable).
* Lighting - Ability to apply good lighting principles to all artistic output by lighting geometry to the required quality and artistic specification within the
primary art package.
* Surfacing- Good working practices in the accurate simulation of surfaces using hardware shaders including the following: -
* Texture map creation (normal, specular, diffuse, ambient occlusion, cavity etc.)
* Implementing, parameter adjusting and editing using BlitzTech.
* Testing and iterative improvement on the target platforms.
* Optimisation.
* Genuine passion for creating in game environments and worlds.
* Excellent polygon modelling skills in realistic, fantasy/cartoon and abstract styles as required by the art style of the project.
* Excellent photoshop skills including photo manipulation and hand-painted texture creation techniques.
* A strong understanding of lighting and shadowing, how it connects with story and the flow of the game as well as its effect on mood, atmosphere, composition
and immersion. Also an understanding of the different styles of lighting and how it can be used with different art styles.
* A solid understanding of different lighting and shadowing technologies and pipelines including both static and dynamic solutions on all current gen platforms.
* An appreciation of game level design, how it fits with the art pipeline and all relevant level design requirements. Also, how they impact or tie into the
visual style of the game.
* A solid understanding of surfaces and how to re-create them in digital form. This includes the creation and adjustment of textures, alphas, material and/or
shader parameters to create specific surface types.
* To be able to search, collate and prepare reference and source materials as required for the creation of in game environments.
* Ability to interpret 2D environment concepts to capture their essence while resolving their forms in 3D. This interpretation must be strong with both
realistic and stylised concepts.
* An understanding of special effects and how they can be used within a game environment and the impact on performance that these effects will have.
* The ability to do paint-overs to visually communicate the iteration of game environments.
BENEFICIAL QUALITIES:
* Excellent traditional art skills.
* Basic rigging, skinning and animation skills.
* Familiarity with adjusting surface shaders and materials.
* Mentoring skills to pass on experience to team and interested juniors.
* Scripting - Skills in the use and application of art centric scripting languages such as Python, Mel and CGI.
* Ability to produce conceptual artwork
ESSENTIAL SKILLS REQUIRED - REGULAR:
Artists must possess a good grounding in artistic skills and exhibit the ability to make good artistic judgements coupled with robust tool skills and an all
round ability to autonomously create high quality game art assets.
Traditional Art Skills
* Appreciation and ability to make good artistic judgements on form, colour and composition.
* An understanding of the basic principles of lighting.
* A basic working knowledge and general understanding of human anatomy.
* Good natural artistic ability and flair.
* Ability to develop and communicate ideas and concepts in a visual manner - both digitally and using traditional media.
Self Management and Organisation
* Ability to work to a brief, adopt working practices and work within the stated bounds including art style, technical specifications, scheduling and overall
spirit of any given project.
* Ability to identify production issues and communicate them appropriately.
Teamwork and Communication
* Keep managers and any dependent team members informed about the progress of work including any potential conflicts or bottlenecks.
* Ability and willingness to fit into and contribute to a creative team environment
Professional attitude and work ethic
* Ability to accept and work under the art direction of a project Art Manager.
* Will be thorough in their approach to problem solving and able to function independently as and when required
* Needs to be comfortable working to deadlines
* Attention to detail is essential and all tasks must be carried out to the highest standard
* A willingness and ability to learn and progress is essential
* A consistent professional approach to naming, filing, backing up and archiving of all work in accordance with company and team policy.
* Proficient skills in identifying a need for and sourcing appropriate visual reference material.
FORMAL QUALIFICATIONS:
In terms of formal qualifications, it is agreed that levels of attainment should not be set. Respective art and/or animation skills are paramount when
considering any applicant, however, foreign applicants requiring work permits or visas would need due consideration. At Blitz Games Studios we adopt an approach
that relevant higher qualifications are `preferred' as opposed to `required' for UK/European and other `work legal' applicants, however to be considered for
this role demonstrable skills and ability in the role requirements will be expected and sought.
TRAINING:
Although the jobholder will be trained on the job, they will be expected to develop their artistic appreciation and tool skills using their own initiative and
in their own time. As well as organised training sessions via the Blitz Academy, we encourage staff to broaden their skills further by giving them the
opportunity to attend external courses as appropriate.
Attractive salary, benefits and a great career opportunity.
