Job Description
* Produce high quality environment assets and props suitable technically and artistically with the project's universe and visual direction.
* Produce work within specifications and maintain workflow pipelines within given deadlines.
* Model inorganic and sculpt organic asset kits.
* Bug Fixing and describing R&D case studies in the knowledge base.
* Model and texture high poly and low poly assets.
* Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
* Collaborate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
* Occasionally support leads and HR collaboration in recruitment efforts.
Qualifications
* Strong portfolio showcasing range of 3D assets (organic, vegetation, hard surface, architectural and environment design).
* 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.
* Strong background in stylized art.
* 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).
* Advanced knowledge of current asset art workflows and practices.
* Strong understanding of organic modeling, UV and texturing foundations.
* Skilled at balancing art quality and performance in the game engine.
* 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.
* Good verbal and written communication skills in English.
* Good mentoring skills.
* Self-motivation.
Nice to have:
* Traditional art skills along with core graphic design competencies (composition and layout, typography, color and light).
* Marvelous Designer, Fusion360/Moi3d/Plasticity, Rizomuv, Substance Designer.
* Experience working with Unreal 5.
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; 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.
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 Bifrost is a yet unannounced AAA action-adventure game developed by our North American team supported by PCF’s European studios.
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