About the role
Senior Technical Artist / Artiste Technique Senior
Employees can work remotely (from Canada)
Full-time
Company Description:
People Can Fly is one of the leading independent AAA games development studios. Our international team consists of hundreds of talented individuals who work from offices in Poland, the UK, Ireland, the US, and Canada, as well as 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, a project being developed with Square Enix; Gears of War: E-Day developed in collaboration with Microsoft Corporation; Project Echo for Krafton; Bifrost & Lost Rift are projects we're growing in the self-publishing model. We are also busy working on a VR and undisclosed projects, more information on those to come later.
With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with the 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 players worldwide.
Job Description:
- Maintain artistic direction and quality
- Make final materials for characters, environment assets, and effects, also support existing material systems.
- Content creation-mock up features in external programs or tweak shader code, experiment with features.
- To tweak assets by using modeling and texturing skills.
- Keep up with market standards and new techniques
- Maintain the production and software pipeline and meet deadlines.
- Develop powerful and efficient workflows for the Art team.
- Research and implement new techniques and procedures to improve game asset quality.
- Help improve and refine shader, texture, lighting quality.
- Explore and help develop new technologies for integration into the asset pipeline.
- Bug Fixing and describing R&D case studies in the knowledge base.
- Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
- Suggest iteration and automation tools and pipelines
- Suggest optimization preventative approaches for assets creation and usage
- Act as a liaison between the Engineering and Art departments.
- Suggest opportunities to the design team with procedural tools and bulk edit systems.
- Collaborate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
- Work closely with the art team making the result of their work even better with a good artistic eye.
- Identify and resolve pipeline issues without supervision.
- Use diagnostic tools to examine the current content and identify areas for improvement as well as develop the tools.
- Analyze and improve art asset inefficiencies to optimize console and PC performance.
- Work with programmers and artists to optimize content creation and on developing new features and workflows.
- Collaborate on data structure, naming convention and coding standards.
- Occasionally support new hires during the onboarding process.
Qualifications:
- Strong portfolio showcasing AAA quality work done in engine (Unreal, Unity or Proprietary Engine).
- Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
- 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).
- Advanced knowledge of old and new topology best practices.
- Advanced knowledge of old and new texturing techniques.
- Advanced knowledge of PBR.
- Advanced knowledge of current tech art workflows and practices.
- Advanced knowledge of real-time rendering challenges and techniques.
- Knowledge of real time tools and best practices.
- Knowledge of Houdini.
- Strong knowledge of python, LUA and Vex scripting language.
- Strong knowledge of current 3D graphics techniques.
- Strong knowledge of particle systems, environmental effects, cloth simulations, lighting, and dynamics.
- Solid understanding of game dev standard pipelines, tools and content creation.
- Strong analytical thinking and problem solving skills.
- Adaptive.
- Ability to quickly learn and adapt to new styles, techniques and workflows with basic guidance.
- Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
- Strong verbal and written communication skills in English.
- Good mentoring skills.
- Self-motivation.
Additional information:
What we offer:
- Benefit package 100% paid by PCF. Insurance company reimburses 100% of claims (Up to $500 per service a year, as well as individual family coverage).
- Full Dental coverage, including major dental and orthodontics.
- 4% RRSP matching before tax deductions, 100% vested on day 1.
- Paid week off during Winter Holidays.
- 20 paid vacation days and 5 paid sick days.
- Free virtual health and mental wellbeing sessions included in the plan for members and their dependents.
- A competitive salary and performance-based annual bonuses.
- 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.
About People Can Fly Studio
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.
About the role
Senior Technical Artist / Artiste Technique Senior
Employees can work remotely (from Canada)
Full-time
Company Description:
People Can Fly is one of the leading independent AAA games development studios. Our international team consists of hundreds of talented individuals who work from offices in Poland, the UK, Ireland, the US, and Canada, as well as 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, a project being developed with Square Enix; Gears of War: E-Day developed in collaboration with Microsoft Corporation; Project Echo for Krafton; Bifrost & Lost Rift are projects we're growing in the self-publishing model. We are also busy working on a VR and undisclosed projects, more information on those to come later.
With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with the 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 players worldwide.
Job Description:
- Maintain artistic direction and quality
- Make final materials for characters, environment assets, and effects, also support existing material systems.
- Content creation-mock up features in external programs or tweak shader code, experiment with features.
- To tweak assets by using modeling and texturing skills.
- Keep up with market standards and new techniques
- Maintain the production and software pipeline and meet deadlines.
- Develop powerful and efficient workflows for the Art team.
- Research and implement new techniques and procedures to improve game asset quality.
- Help improve and refine shader, texture, lighting quality.
- Explore and help develop new technologies for integration into the asset pipeline.
- Bug Fixing and describing R&D case studies in the knowledge base.
- Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
- Suggest iteration and automation tools and pipelines
- Suggest optimization preventative approaches for assets creation and usage
- Act as a liaison between the Engineering and Art departments.
- Suggest opportunities to the design team with procedural tools and bulk edit systems.
- Collaborate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
- Work closely with the art team making the result of their work even better with a good artistic eye.
- Identify and resolve pipeline issues without supervision.
- Use diagnostic tools to examine the current content and identify areas for improvement as well as develop the tools.
- Analyze and improve art asset inefficiencies to optimize console and PC performance.
- Work with programmers and artists to optimize content creation and on developing new features and workflows.
- Collaborate on data structure, naming convention and coding standards.
- Occasionally support new hires during the onboarding process.
Qualifications:
- Strong portfolio showcasing AAA quality work done in engine (Unreal, Unity or Proprietary Engine).
- Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
- 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).
- Advanced knowledge of old and new topology best practices.
- Advanced knowledge of old and new texturing techniques.
- Advanced knowledge of PBR.
- Advanced knowledge of current tech art workflows and practices.
- Advanced knowledge of real-time rendering challenges and techniques.
- Knowledge of real time tools and best practices.
- Knowledge of Houdini.
- Strong knowledge of python, LUA and Vex scripting language.
- Strong knowledge of current 3D graphics techniques.
- Strong knowledge of particle systems, environmental effects, cloth simulations, lighting, and dynamics.
- Solid understanding of game dev standard pipelines, tools and content creation.
- Strong analytical thinking and problem solving skills.
- Adaptive.
- Ability to quickly learn and adapt to new styles, techniques and workflows with basic guidance.
- Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
- Strong verbal and written communication skills in English.
- Good mentoring skills.
- Self-motivation.
Additional information:
What we offer:
- Benefit package 100% paid by PCF. Insurance company reimburses 100% of claims (Up to $500 per service a year, as well as individual family coverage).
- Full Dental coverage, including major dental and orthodontics.
- 4% RRSP matching before tax deductions, 100% vested on day 1.
- Paid week off during Winter Holidays.
- 20 paid vacation days and 5 paid sick days.
- Free virtual health and mental wellbeing sessions included in the plan for members and their dependents.
- A competitive salary and performance-based annual bonuses.
- 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.
About People Can Fly Studio
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.