Environment Artist - Assets

2 Hours ago • 3-4 Years

About the job

SummaryBy Outscal

We are looking for an experienced Environment Artist to create high-quality assets for our upcoming AAA game. You must have strong modeling, sculpting, and texturing skills, and a solid understanding of PBR workflows. Experience with Unreal Engine is a must.

Company Description

People Can Fly is one of the leading independent AAA games development studios with an international team of hundreds of talented individuals working from offices located in Poland, UK, US, and Canada, and from all over the world thanks to our remote work programs.

Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.

Our creative teams are currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Maverick is a Triple-A game developed in collaboration with Microsoft Corporation; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Bulletstorm VR - an exciting VR version of our cult-classic shooter.

With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.

If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new unique experience to the players worldwide.

Project Maverick is a yet unannounced AAA game developed with Microsoft. The game development involves our European and North American teams.

Job Description

Maintain artistic direction and quality

  • Produce high quality environment assets and props suitable technically and artistically with the project's universe and visual direction.

Production/deadline

  • Produce work within specifications and maintain workflow pipelines within given deadlines.

Feedback

  • Model inorganic and sculpt organic assets.
  • Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.

Collaboration/communication 

  • Participate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.

Other artistic specificity

  • Model and texture high poly and low poly assets.

Qualifications

  • 3+ years in AAA console/PC game development including 1 year in unreal engine.
  • Strong portfolio showcasing range of 3D assets (hard surface, organic, vegetation, architectural and environment design).
  • Strong knowledge of industry-standard software packages for 3D modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
  • Experience working in Substance Painter or similar PBR texture workflow.
  • Strong modeling, sculpting and texturing skills.
  • Artistically interpret concepts or creatively push beyond an initial ideation.
  • A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
  • Experience in the usage of PBR, understanding the theory behind it and ability to use it in creation.
  • Good understanding of Hard-surface modeling, UV and texturing foundations.
  • Adaptive.
  • Ability to receive and implement feedback.
  • Willingness to learn and adapt to new styles, techniques and workflows.
  • Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
  • Good verbal and written communication skills in English.
  • Self-motivation.

Nice to have:

  • Traditional art skills along with core graphic design competencies (composition and layout, typography, color and light).
  • Understand PBR theory and material creation.
  • Marvelous Designer, Fusion360/Moi3d/Plasticity, Rizomuv, Substance designer.
  • Experience working with Unreal 5.

Additional Information

What we offer

  • Private medical healthcare (Vitality) and BUPA dental insurance for PCF's employees and their families.
  • Access to wellbeing platform - 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.

We are committed to an inclusive and diverse work culture. PCF is an equal opportunity employer. We do not discriminate based on race, color, ethnicity, ancestry, national origin, religion, sex, gender, gender identity, gender expression, sexual orientation, age, disability, genetic information, marital status or any legally protected status.

About The Company

People Can Fly is a global video game development company operating in Poland, the UK and North America.


We are one of the leading Unreal Engine studios in the industry.


Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).


People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.


People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.


SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.

Poland (Remote)

Poland (On-Site)

Poland (On-Site)

Quebec, Canada (Remote)

Quebec, Canada (Remote)

Poland (On-Site)

Quebec, Canada (Remote)

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