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3D Character Artist

Hemsida To The Sky

At To The Sky we are working on an unannounced AA, 3rd person action/adventure game. Developing in Unreal Engine, we are exploring new ways of building impactful visuals and wonderful encounters to explore.

The game is in the mid days of development and you will be joining us in an exciting and influential phase. Your tasks will include both early concepting/prototyping as well as the creation of assets, setting the visual targets for the final game.

Once in production you are expected to deliver game ready assets that meet both technical and aesthetic requirements. If you’re thinking ”That sounds like it would fit me!” and you want to continue growing both artistically and in your leadership skills then this should be a perfect opportunity for you.

Mindset

We are looking for an artist that is self-motivated, driven, and able to act on the direction set by department leaders. You are also more than happy to share your own ideas, feedback and solutions with the team.


Role

Your role would be to craft characters, creatures, props and vanity items from concept to sculpt to finished in-game model.

You will be part of a team where in addition to the above you will create assets that are performant and have good topology for rigging and deformation.

You’ll work in close collaboration with the team across disciplines to create good workplace synergies. Together we will also set the art pipeline and implement new processes for the different stages of the production cycle.

You will be responsible for the creation and development as well as tasked with breaking down the planning for all character assets. You will be involved in developing the structure and setup of the content pipeline.

Problem solving of the technical and creative kind will be part of the day to day as well as strong visual execution. Strong written and spoken communication is a must. And cross-department collaboration is essential.

We are a tight knit group that work very closely together. We are flexible and have a hybrid workplace culture but we do see the value of having the role be initiated in house for the first period. This to get to know the game and the people here.


Responsibilities

Modeling, texturing, and implementation of in-game models.

Working with textures, materials, shaders and content setup

Being able to follow references, concepts, and art direction.

Taking initiative to take the work further independently.

Identifying functional and technical aspects of stylised assets.

Participate in design and gameplay choices and communicate with team leads.

Work closely with the team and mentor junior talent, to ensure that quality is consistent and cohesive.

Work closely with the animation team to create assets that are performant and have good topology for rigging and deformation.

Help maintain and evolving the 3D asset pipeline.


Requirements

3+ years of experience working as a Character artist within games.

Experience working on at least a full cycle of 1+ AAA or AA product.

A good sense of anatomy, scale and proportions, materials, color, light and composition.

Good experience and knowledge working with asset creation pipelines.

Good experience working with shaders and workflows such as PBR.

Knowledge in technical setups and functions.

Proven knowledge of asset creation, in-game model, UV layout, and LODs.

Good understanding of real-time graphics with proven experience in creating both realistic and stylised characters.

Good understanding of customization systems, both in their technical setup and asset authoring.

Fluent in English with good communication skills.

Proven experience in Maya, Z-brush and Photoshop.

Good experience with time estimations, assessments and prioritizing.

Experience working with Unreal for 3+ years, or similar game engine.

Proven ability to problem-solve, schedule and monitor tasks for yourself or a small team.


Bonus points

Previous experience mentoring artists through daily feedback and documentation

Structured and communicative with technical aspects of working with outsource management.

Proven knowledge in other software such as Substance Painter


Remote work

As a member of the core team, being able to consistently work from our Gothenburg office is a huge plus. We feel that in the formative stage of game development, being able to share a physical space is crucial of creativity and communication. That said we are flexible in the long term and wish to find a solution that fits both development and your lifestyle.


Who we are

To The Sky was founded in Sept 2021 and has its main office in Gothenburg, Sweden.

We develop games for PC and console using Unreal Engine 5 to power our ambitions. But we are not all about development, building a great studio culture and workplace is core to who we are and what we want to achieve.

As a team we stem from various AAA backgrounds and joined together to create the kinds of games we would love to play. We are currently working on an action/adventure title in its mid stages.

Hemsida To The Sky

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