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Cloud Imperium Games

Wilmslow - United Kingdom
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Lead Environment Artist - Frankfurt

Description

Foundry 42 Ltd. in Frankfurt, Germany is looking for a Lead Environment Artist to drive the art production and pipelines for the First Person Shooter areas of Star Citizen/Squadron 42 with the production and engine groups across multiple studios.

The ideal candidate has a strong understanding of environment asset creation and modular kit-based construction methodologies. They understand all phases of environment creation from block-out through lighting. They work well and communicate with designers and other disciplines in a collaborative team oriented development process.

Sample pictures or portfolio link, which shows sample work are necessary.

Portfolio or demo reel should demonstrate:
Exceptional modeling skills.  Great assets examples using custom normal workflow or high to low poly baking
Strong understanding of a PBR workflow
Examples of building realistic shader libraries
Examples of beautifully finished environments
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:

Lead the creation of environment creation
Lead by example to set the Environment Art quality level, and technical best practices
Define art production budgets, pipelines, workflows and processes
Be a go-to person for expert knowledge of modeling, texturing and optimization of assets through next gen pipeline
Take direction, give direction, iterate on look and feel, gather feedback from the entire team and lead review of other artists work
Work with Art and Game Directors to define and shape the overall look and feel of the game
Work closely with the design team to detail the goals and functionality of game levels and needed environment props
Work with production to determine asset requirements, scheduling needs, and integration processes
Work with technical artists and engineers in the development and streamlining of tools and processes

Requirements:

5+ years professional game production experience
1+ year experience in a leadership role
Previous experience creating high quality environments for AAA games
Thorough knowledge of the game development process
Shipped (from pre-production to release) 2-3+, large scale, 3D titles (PC, current/next-gen consoles)
A strong ability to create believable environments within a games engine
Strong knowledge of 3DS Max, Photoshop and Zbrush / Mudbox as well as experience in using editors to lay out environments
Good understanding of custom normal asset workflows
Strong knowledge of Substance / Quixel packages
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 modular level creation methods
Experience creating environments using modular systems
An understanding of effective asset creation and optimization
A strong understanding of shader functionality
In-depth knowledge and/or experience with PBR 
Experience applying and tweaking shaders
A keen eye for spatial composition and building believable scenes
Excellent sense of form, mass and volume
Passion for pushing the state of the art in asset fidelity and production techniques
Strong understanding of asset pipelines and agile development environments
Passion and constant drive to stay up to date with latest technology and new techniques
Inherent ability to bring out the best in people around you, remains positive, and motivate your team
Expert in time management, verbal and written communication skills
Ability to gather, analyse, and act on feedback from the team, openness to critique
Focused, motivated and effective on all tasks through completion
Keep a positive team-oriented attitude
Be proactive and self-motivated, work without direct supervision
Ability to complete tasks within given time constraints
Excellent English communication and written skills
Willing to relocate to Frankfurt am Main, Germany

Pluses:
Knowledge with CryENGINE
Hard surface modeling experience
Experience with programmatic and/or parametric environment generation tools
Experience in architecture, interior or industrial design
Experience creating assets for Open World games
Strong interest in science fiction based themes
Experience with Outsourcing and/or collaboration with external studios
The ability to manage and supervise mid-level and junior artists and willingness to carry out mentorship tasks

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