FX Artist: Germany, Frankfurt:
Company unspecified (job is advertised through an agency) Roll Overview:
Top notch studio needs you! This is AAA and next gen who can ask for more?
We are looking for a creatively minded and driven individual who can communicate well with programmers to develop cutting edge particle and onscreen effects for games.
Candidate must be proficient in a diverse set of software including Photoshop, 3ds Max (or equivalent), etc. Experience with real time effects for video games is a necessity.
Requirements:
At least 3 years of next-gen visual effects development on PC and console hardware (Xbox360, PS3).
Experience with and a good working knowledge of the limitations and expectations of next generation hardware.
Excellent working knowledge of 3D Max and Photoshop.
Excellent art sense (e.g. knowledge of composition, color, lighting, etc).
Ability to work with multiple disciplines to meet projects specific needs.
Capable of working both as a member of a development team and individually with minimum supervision.
Must have the ability to conceptualize, present, and execute ideas within a schedule, while actively participating in technical and artistic problem solving.
Ability to quickly understand custom toolsets and deliver assets within the confines of real time engine constraints and programming demands.
Organized approach to problem solving and time-management.
Preferences:
Strong understanding of real-time physics systems.
Experience with one or more scripting/programming languages.
Experience creating and configuring geometry assets for in game particle systems.
Experience with ingame pre-baked physic simulations.
Responsibilities:
Working with Level Designers, Artists and Programmers to create real time special effects for environments, weapons, explosions, onscreen effects, etc. within the platforms limitations.
Creation of real time particle systems
Implementation and optimization of shader based effects (if needed together with shader programmer).
Collaboration with other FX-Artists on the team to ensure consistent quality across the game.
Texture creation using available graphic applications.
Population of effects in game using editing tools.
Solving technical issues that arise with new tools or game performance.
