Senior Environment Artist: Germany, Frankfurt:
Company unspecified (job is advertised through an agency) Roll Overview:
AAA studio, kinect project. Fantastic photorealistic game opportunity. Amazing well renowned title.
Requirements:
At least 5 years professional game production experience.
Console experience, preferably Next Generation (PS3 and Xbox 360).
Evidence of being a leader and role model, within their trade.
A strong ability to create believable environments within a games engine
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 at least one of established 3D applications, preferably with experience of Autodesk 3ds max.
The ability to manage and supervise mid-level and junior artists and willingness to carry out mentorship tasks.
A strong understanding of shader functionality
Focused, motivated and effective on all tasks through completion
Very good English communication skills
A passion for games.
Willingness to relocate to Frankfurt, Germany.
Demonstrable history of:
Actively supporting art direction and art management.
Remaining faithful to a projects art direction.
A desire to learn and grow professionally
Knowledge about technical limitations in real time game engines and the ability to find answers to these limitations (LOD, draw calls reduction, etc.)
Being able to adapt to new technologies.
Tasks being completed within given time constrains
A portfolio or reel that demonstrates the following:
Highpoly environment models and their conversion into lowpoly models (strong understanding of the normal map creation process)
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 highpoly and lowpoly models of environmental objects (trees, bushes, props, buildings, tilesets)
Creating efficient UV layouts that work well within the engine/platform constrains
Photorealistic Texturing of environmental objects
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.
Work closely together with the Level Design department.
Collaborate with outsourcing partners, write briefs and give feedback
Work independently on asset sets and oversee level art
Approve and implement assets coming from outsourcing partners
Define work processes together with the Art and Project Managers.
Plusses:
Mod experience
Architectural background
Feature film experience
Traditional painting skills
Outsourcing experience
DirectX shader design knowledge
