资深角色艺术家
Principal Character Artist
维护艺术方向和质量
- 根据项目世界观和视觉方向,制作在技术和艺术上都高质量的角色、生物和道具
- 在艺术指导/主美术监督下,参与设定艺术愿景标准,帮助定义风格,并在整个开发流程中保持质量标准
生产/截止日期
- 在规定范围内完成工作,并在给定截止日期内维护工作流程
- 修复错误并在知识库中描述研发案例
反馈
- 参与评审,以专业的方式接受并实施来自主管和同事的反馈
- 提供对视觉质量的反馈和改进建议
协作/沟通
- 知识分享
- 与技术美术/动画主管合作进行研发项目,探索新技术并改进流程和工作流
- 偶尔协助主管和人力资源部门参与招聘工作
- 偶尔协助新员工入职流程
其他艺术专长
- 与动画和技术部门紧密合作,确保角色符合质量预期
- 调整(或创建)游戏内角色的表面着色器
- 拥有展示角色建模和贴图技能的强大学作品集
- 精通行业标准的3D建模软件,以及高多边形雕刻(Maya、Max、ZBrush、Photoshop 或其等效软件)
- 精通使用 Substance Painter 或类似 PBR 贴图工作流
- 能够创作出生动且富有个性的角色
- 能够创建高多边形和低多边形模型以及贴图
- 强大的有机建模技能(人面部、服装、逼真的生物)
- 能够从双足到四足生物等复杂生物类型进行创作
- 艺术地诠释概念或创造性地超越初始构思
- 对艺术基础(形状、形态、纹理、明暗和色彩)有深刻理解,并了解双足和四足形态的解剖学知识
- 强大的硬表面建模技能(盔甲、武器)
- 具备基于 PBR 的着色器经验
- 具备在 Unreal Engine 中工作的经验
- 适应性强
- 能够在最少指导下适应并发展特定的艺术风格、技巧和工作流程
软件:
- Maya/Max/Modo/Blender 和 ZBrush, marvelous
- Designer, Substance Painter, Photoshop
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Maintain artistic direction and quality
- Produce high quality character, creature, and props suitable technically and artistically with the project's universe and visual direction.
- Cooperation on setting artistic vision benchmarks and helping define the style under Art Director/Lead supervision, as well as maintaining the quality standards across the entire development pipeline.
Production/Deadline
- Produce work within specifications and maintain workflow pipelines within given deadlines.
- Bug Fixing and describing R&D case studies in the knowledge base.
Feedback
- Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
- Provide feedback and improvement to visual quality.
Collaboration/communication
- Knowledge sharing.
- Collaborate with Tech Art/Anim and lead on R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
- Occasionally support leads and HR collaboration in recruitment efforts.
- Occasionally support new hires onboarding process.
Other artistic specificity
- Working closely with Animation and Technical departments to ensure the character fulfills the quality expectations.
- Tuning (or creating) surface shaders for in-game characters.
- A strong portfolio showcasing character modeling and texturing skills.
- Excellent knowledge of industry-standard software packages for 3D modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
- Excellent knowledge of working in Substance Painter or similar PBR texture workflow.
- Ability to create believable characters that are full of life and personality.
- Ability to create high poly and low poly models as well as textures.
- Strong organic modeling skills (human faces, clothing, believable creatures).
- Ability to create complex creature types from bipeds to quadrupeds and beyond.
- Artistically interpret concepts or creatively push beyond an initial ideation.
- Excellent understanding of art fundamentals (shape, form, texture, value and color) and anatomical knowledge of both bipedal and quadrupedal forms.
- Strong hard-surface modeling skills (armor, weapons).
- Experience with PBR based shaders.
- Experience working with Unreal Engine.
- Adaptive.
- Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance.
Software:
- Maya/Max/Modo/Blender, and ZBrush, marvelous
- Designer, Substance Painter, Photoshop
UK
- Private medical healthcare (Vitality) and BUPA dental insurance for PCF's employees and their families.
- Gympass for employees and family members.
- Online Polish and English language classes.
- Access to the pension scheme.
- Flexible working hours.
- Free virtual health and mental wellbeing sessions included in the plan for members and their dependents.
- Personal development opportunities and ability to work in a global environment.
- Work in a creative team with people full of passion for what they do.
Poland
- Private medical healthcare including dental treatment for PCF members and their families (Signal Iduna).
- MultiSport card for you and your family members or friends.
- Free library with a wide range of games and books you have unlimited access to.
- In-company Polish and English language classes.
- Fresh fruit, snacks, and beverages for everyone in the office.
- Flexible working hours.
- Free virtual health and mental wellbeing sessions are included in the plan for members and their dependents.
- Personal development opportunities and ability to work in a global environment.
- Work in a creative team with people full of passion for what they do.
*The role is open to candidates only from the game industry who are based in Europe.
People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand on our expertise and push the boundaries of what’s possible in game development.
Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft; Project Echo for KRAFTON; and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects.
With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.
If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere.
Originally posted on Himalayas