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Disruptor Beam

Framingham, Massachusetts - United States
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Lead 3D Artist - Generalist/Engine

Description

Help us create amazing social games for tablet, smartphones and the Web built around our award-winning formula of Strategy RPG storytelling and collectible content based in universes like Game of Thrones and Star Trek. We’re looking for a lead 3D artist who can create gorgeous, engaging content for our games. This is a leadership position where you’ll help us set the bar for what our 3D graphics department is capable of. If you’ve ever wanted to help build a company as well as great games, this is your opportunity.

Responsibilities

  • Create complete art assets; from initial design to in-engine optimization
  • Modeling, texturing, lighting, rigging, animating of characters and environments
  • Create high-quality visual effects using shaders and particles
  • Use creativity and visual storytelling to solve problems in game design
  • Work closely with engineers and designers to work out technical challenges pertaining to the art pipeline
  • Help us build the 3D art department: mentor, advise on hires, tools, etc.

Qualifications

  • Interest in not only building games but building a company—help us set the bar for what 3D graphics can mean on tablet/mobile!
  • Strong familiarity with commercial 3D design packages (3DS Max and/or Maya)
  • Familiarity with implementing shader graphs and particle systems in a commercial game engine environment
  • Experience with commercial graphics pipelines, scripting and a track record shipping commercial gamesAbility to push the envelope of possibilities—don’t just follow in industry foot-steps, but set a whole new direction
  • High technical knowledge

This is an on-site position in Framingham, MA (near Boston). We’ll cover relocation costs, but you must be authorized to work in the USA.

When applying for this position, please include a link to your most recent portfolio of work along with your cover letter and resume. In your cover letter, please summarize your experience with the more technical aspects of in-engine art (particles, shaders, optimization, etc.)

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