3D artist/3D-grafiker

Sök bland 22 lediga jobb som 3D artist/3D-grafiker och börja ditt nya yrkesliv idag!

Senior Gameplay Animator

Remedy Entertainment, the creator of Control®, Quantum Break®, Max Payne®, Alan Wake® and Death Rally®, and one of the leading independent game studios in the world, is now looking for a Senior Gameplay Animator for an exciting new multiplayer game, spin-off of Control. Do you want to create exciting and memorable gameplay experiences, crafting dynamic in-game animations for all our players to enjoy? As a Senior Gameplay Animator in our Condor team, you’ll have the chance to be a key influencer in creating something completely new, while helping shape the project from the very beginning. You will create realistic character animations, working on a new multiplayer title as a part of a solid and experienced team. We enthusiastically welcome diverse viewpoints and backgrounds. We at Remedy value and are committed to ensuring an inclusive and safe work environment for all our team members. What you get to do You are an experienced Animator, having already worked in game development, with solid skills in keyframe animation (great sense of weight, timing and strong posing) You have experience in First Person animations. You have a strong understanding of Motion Builder and mocap data editing techniques for games. You are able to craft appealing animations, having an excellent understanding of shape, composition and layout. You have experience using game engines and hands-on experience working with state machine/blend tree solutions (knowledge of motion matching is a plus). You can give and receive constructive feedback when interacting with other team members, keeping the focus on making the best game possible. It's a plus if you have prior experience and interestin understanding multiplayer games, knowledge of scripting or programming languages. What you bring to the role You are an experienced Animator, having already worked in game development, with solid skills in keyframe animation (great sense of weight, timing and strong posing) You have experience in First Person animations. You have a strong understanding of Motion Builder and mocap data editing techniques for games. You are able to craft appealing animations, having an excellent understanding of shape, composition and layout. You have experience using game engines and hands-on experience working with state machine/blend tree solutions (knowledge of motion matching is a plus). You can give and receive constructive feedback when interacting with other team members, keeping the focus on making the best game possible. It's a plus if you have prior experience and interest in understanding multiplayer games, knowledge of scripting or programming languages. What is in it for you? At Remedy you get to work on awesome, memorable gaming experiences for our players, in a studio where your input is valued and your creative freedom is encouraged. We work in an environment that values both individual and teamwork, ensuring that everyone’s voice is heard & workload stays sensible. We believe in and support work-life balance. Happy people work better! We offer an extensive set of employee benefits and an annual bonus system as well as opportunities for you to develop your skills further. On top of this, in Finland and Sweden you get up to 5 weeks of paid vacation, in addition to public holidays and other special occasions. We have two offices, one in Finland, in the Helsinki metropolitan area, and one in Stockholm, Sweden. Both locations are well known for their exceptional quality of life, free education and pristine nature at your doorstep. If you are not already in Finland or Sweden, our relocation service is there every step of the way to take care of you. You can concentrate on work, while we take care of everything else. Our studio is embracing a hybrid work model that gives you the flexibility to work from home and have valuable face-to-face time with your colleagues. To apply, please fill in the application form with your demo reel, CV (in English) and other information relevant to the position. The position will be filled as soon as a suitable applicant is found.

28 februari 2024
Sista ansökan:
29 mars 2024
Digital Sculptor

The Digital Sculpting team is responsible for all the prototype and production surfaces, from exterior panels to interior buttons and leather parts. We are at the center point between design, engineering, aero, and homologation. We provide each of those departments with high quality surfaces that they can evaluate and work with to create ever improving cars. For this role we are searching for someone passionate about cars, design, and 3D. You will have the chance to work on some of the most amazing designs and vehicles. You will work in our concept and design studio together with engineers, designers, and modelers from all horizons. Working in this department is the chance for you to challenge yourself with exciting projects, passionate colleagues, and fast moving processes. We encourage efficiency and rely exclusively on 3D, no clay needed! Responsibilities - Develop new design ideas with our Interior and Exterior designers - Take a project from very early models for proportions checking to final A-Class level - Apply constraints from the different departments onto the surfaces of the car - Manage the development of specific parts and iterate with engineering feedback - Iterate on aero surfaces to meet specific targets Need to have - Experience as a Digital Sculptor - Proficiency in Autodesk Alias - A great understanding of surfaces, quality, and efficiency - Autonomy and rigorous organization Good to have - Polygonal Modeling understanding - Engineering constraint knowledge - Carbon fiber experience - Understanding of homologation constraints Availability - According to agreement - Full time Koenigsegg is most known for building some of the fastest cars in the world; with almost all of our megacar technologies that are patented and made in-house by our almost 500 world-class technicians, engineers, sourcing experts, production craftsmen, and communicators. What we’ve created is a unique proving ground of engineering creativity that makes use of our breakthrough megacar development and legacy to push the boundaries of sustainable mobility technology. So, what’s next? We are on a universe-denting mission to develop the next generation of breakthrough tech and products. We are looking for outstanding, impactful, and authentic individuals to grow with us. Our ambitions are inspiring but will push the limits of what is possible – requiring one to work efficiently amid our cross-functional teams to execute at high-quality levels. The goal is clear: innovate and transform. ** **

23 februari 2024
Sista ansökan:
31 mars 2024
Senior Engine Programmer (Foundation)

Remedy Entertainment, the creator of Control®, Max Payne®, Alan Wake® and one of the leading independent game studios in the world is looking for a Senior Engine Programmer for the Northlight Foundation Engine team. As a Senior Engine Programmer, you will be working with highly talented team members to design, develop and deliver new features to our engine. We are constantly seeking new ways to make our games better and we value everyone's opinions and expertise for making the whole process from ideas to technology to final game more than the sum of its parts. In the Foundation engine team, we develop the system layers of the engine, interacting directly with the various supported platforms and providing the building blocks for other teams to build with. This includes areas such as memory management, storage, input, concurrency, low-level graphics APIs, and our library of standard containers, utilities and algorithms. We enthusiastically welcome diverse viewpoints and backgrounds. We at Remedy value and are committed to ensuring an inclusive and safe work environment for all our team members. What you get to do In this role, you will extend existing proprietary engine systems to enable development of new client features Lead the investigation of legacy code in search of the most efficient, safe and robust solutions for the new client features Design and develop new features in collaboration with other engineers, designers and artists. Write cross-platform code with performance and memory usage in mind Write technical design documentation detailing software requirements, usage guidelines and implementation route What you bring to the role You are highly experienced in modern C++ with the ability to write clear, maintainable, portable code B.S. in Computer Science or equivalent work experience You have experience in having ownership of at least one complex system from prototype to release You are used to working on multiple platforms You’re skilled in using large code bases and optimizing code, data, and bandwidth to improve both memory consumption and execution speed You have excellent verbal and written communication skills in English You thrive working in a team environment, sharing ideas and learning from others. You are used to collaborating with colleagues across different departments and you are able to communicate and present your ideas in a clear and coherent way. As a team member you are dedicated contributing towards a friendly and inclusive work environment You can also work independently, being organized and able to document your work Extra Merit You also have console programming experience You have experience using static and performance analysis tools, automated testing, and unit testing You have shipped a AAA title What is in it for you At Remedy you get to work on awesome, memorable gaming experiences for our players, in a studio where your input is valued, and your creative freedom is encouraged. We work in an environment that values both individual and teamwork, ensuring that everyone’s voice is heard & workload stays sensible. We believe in and support work-life balance. Happy people work better! We offer an extensive set of employee benefits and an annual bonus system as well as opportunities for you to develop your skills further. On top of this, in Finland and Sweden you get up to 5 weeks of paid vacation, in addition to public holidays and other special occasions. We have two offices, one in Finland, in the Helsinki metropolitan area, and one in Stockholm, Sweden. Both locations are well known for their exceptional quality of life, free education and pristine nature at your doorstep. If you are not already in Finland or Sweden, our relocation service is there every step of the way to take care of you. You can concentrate on work, while we take care of everything else. Our studio is embracing a hybrid work model that gives you the flexibility to work from home and have valuable face-to-face time with your colleagues. To apply, please fill in the application form with your CV (in English), work references/portfolio and other information relevant to the position. This position will be filled as soon as suitable applicants are found.

20 februari 2024
Sista ansökan:
21 mars 2024
Lighting Artist

Remedy Entertainment, the creator of Control®, Max Payne®, Alan Wake® and one of the leading independent game studios in the world is looking for a Lighting Artist to create high-quality gaming experiences for the next generation of games. From Cauldron Lake, Monarch HQ to the Oldest House; the lighting our artists skillfully craft plays a critical part in the gameplay, atmosphere, and setting of the story of our games. We are now looking for a Lighting Artist to join us in the quest to create high-quality atmospheres. If you like the idea of joining a competent team of Lighting Artists, taking ownership of the quality of the final images for this project, and contributing to the overall game experience, then this job is for you! As the Lighting Artist, you are a person who enjoys and contributes to our friendly and inclusive work environment. You are self-motivated and proactive with a dedication to improving your craft and supporting your team members' development. We enthusiastically welcome diverse viewpoints and backgrounds. We at Remedy value and are committed to ensuring an inclusive and safe work environment for all our team members. What you get to do You get to work together with our Art Director and Lead Lighting Artist to push project quality while keeping the style consistent across all environments and cinematics. You will work hands-on to establish lighting to levels with a greater understanding of art direction, gameplay, player guidance, and metrics. You will own levels and cinematics where you get creative ownership by finding and maintaining the vision for that level. Actively communicate with different departments, clearly communicate your vision and provide accurate time estimations for your work. You work with creative problem-solving by creating prototypes and iterating on the levels using our proprietary engine, Northlight. What you bring to the role You have demonstrable work experience as a Lighting Artist or in an equivalent role. You have a good technical understanding of game engines. You have a good understanding of shape, composition, and layout. Experience working with real-time lighting. You have a good understanding of gameplay and level design. You thrive working in a team environment, sharing ideas and learning from others. You are used to collaborating with colleagues across different departments and you are able to communicate and present your ideas in a clear and coherent way. As a team member you are dedicated contributing towards a friendly and inclusive work environment. You can also work independently, being organized and able to document your work. What is in it for you At Remedy you get to work on awesome, memorable gaming experiences for our players, in a studio where your input is valued, and your creative freedom is encouraged. We work in an environment that values both individual and teamwork, ensuring that everyone’s voice is heard & workload stays sensible. We believe in and support work-life balance. Happy people work better! We offer an extensive set of employee benefits and an annual bonus system as well as opportunities for you to develop your skills further. On top of this, in Finland and Sweden you get up to 5 weeks of paid vacation, in addition to public holidays and other special occasions. We have two offices, one in Finland, in the Helsinki metropolitan area, and one in Stockholm, Sweden. Both locations are well known for their exceptional quality of life, free education and pristine nature at your doorstep. If you are not already in Finland or Sweden, our relocation service is there every step of the way to take care of you. You can concentrate on work, while we take care of everything else. Our studio is embracing a hybrid work model that gives you the flexibility to work from home and have valuable face-to-face time with your colleagues. To apply, please fill in the application form with your CV (in English), work references/portfolio and other information relevant to the position. This position will be filled as soon as suitable applicants are found.

20 februari 2024
Sista ansökan:
21 mars 2024
Senior Lighting Artist

Remedy Entertainment, the creator of Control®, Max Payne®, Alan Wake® and one of the leading independent game studios in the world is looking for a Senior Lighting Artist to create high quality gaming experiences for the next generation of games. From Cauldron Lake, Monarch HQ to the Oldest House; the lighting our artists skillfully craft plays a critical part in the gameplay, atmosphere, and setting of the story of our games. We are now looking for a Senior Lighting Artist to join us in the quest to create high quality atmospheres. If you like the idea of joining a competent team of Lighting Artists, taking ownership of the quality of the final images for this project, and contributing to the overall game experience, then this job is for you! As the Lighting Artist, you are a person who enjoys and contributes to our friendly and inclusive work environment. You are self-motivated and proactive with a dedication to improving your craft and supporting your team members' development. We enthusiastically welcome diverse viewpoints and backgrounds. We at Remedy value and are committed to ensuring an inclusive and safe work environment for all our team members. What you get to do You get to work together with our Art Director and Lead Lighting Artist to push project quality while keeping style consistent across all environments and cinematics. You will work hands-on to establish lighting to levels with a greater. understanding of art direction, gameplay, player guidance, and metrics. You will own levels and cinematics where you get creative ownership by finding and maintaining the vision for that level. Mentor and support other artists. Actively communicate with different departments, clearly communicate your vision and provideaccurate time estimations for your work. You work with creative problem-solving by creating prototypes and iterating on the levels using our proprietary engine, Northlight. You actively follow the development of lighting technology and pipelines in the industry and work together with the Northlight tools team to improve our proprietary technology by defining workflows and content pipelines. What you bring to the role You have demonstrable work experience as a Senior Lighting Artist or in an equivalent role. You have an excellentunderstanding of game engines. You have a great understanding of shape, composition, and layout. Experience working with real-time lighting. You have a good understanding of gameplay and level design. You thrive working in a team environment, sharing ideas and learning from others. You are used to collaborating with colleagues across different departments and you are able to communicate and present your ideas in a clear and coherent way. As a team member you are dedicated to contributing towards a friendly and inclusive work environment. You can also work independently, being organized and able to document your work. What is in it for you At Remedy you get to work on awesome, memorable gaming experiences for our players, in a studio where your input is valued, and your creative freedom is encouraged. We work in an environment that values both individual and teamwork, ensuring that everyone’s voice is heard & workload stays sensible. We believe in and support work-life balance. Happy people work better! We offer an extensive set of employee benefits and an annual bonus system as well as opportunities for you to develop your skills further. On top of this, in Finland and Sweden you get up to 5 weeks of paid vacation, in addition to public holidays and other special occasions. We have two offices, one in Finland, in the Helsinki metropolitan area, and one in Stockholm, Sweden. Both locations are well known for their exceptional quality of life, free education and pristine nature at your doorstep. If you are not already in Finland or Sweden, our relocation service is there every step of the way to take care of you. You can concentrate on work, while we take care of everything else. Our studio is embracing a hybrid work model that gives you the flexibility to work from home and have valuable face-to-face time with your colleagues. To apply, please fill in the application form with your CV (in English), work references/portfolio and other information relevant to the position. This position will be filled as soon as suitable applicants are found.

20 februari 2024
Sista ansökan:
21 mars 2024
Technical Artist

MachineGames are looking for an experienced Technical artist who will help in developing our tools and pipelines to deliver the best content possible. You will be the bridge between the artists and the programmers and in this role, great communication skills is key. In this role you will be working in a tight team under the supervision of our CTO and you will collaborate in cross-functional teams on a daily basis. Our studio has a legacy of being down to earth and free from big egos, our everyday work as well as our long-term goals are driven by our values: - We value Team performance over individual performance - We practice an open door policy - We deliver what we promise - We give constructive and actionable feedback - We practice ownership and accountability - We learn from our mistakes. This is a permanent position starting as soon as possible. We will support your relocation and/or application for work permit if you have not or/are not an EU citizen and/or are not currently residing in Sweden. Responsibilities Implement, support, and maintain plugins, tools, and art pipeline for Modo, Maya, Houdini, Substance and any other DCC products deployed by the studio. Communicate effectively between art and code, providing guidelines, best practices, and documentation. Proactively provide suggestions on how to utilize new technologies and tools and implement them into our workflow. Analyze game performance and memory using various engine, 3rd party, and internal tools. Help define in-game asset budgets and support the team in optimizing levels, meshes, materials, lighting, post-processes and VFX based on these restrictions. Ensure environments will run at expected frame rates, fit within memory and disk foot prints. Qualifications Experienced one full production cycle on AAA games. Strong understanding of physically-based materials & rendering (PBR) Excellent problem-solving and technical debugging ability. Experience with scripting languages (like Python, Mel) Experience with C# or C++ Good familiarity with DCC applications. (Modo, Maya, Max, Blender) Deep understanding of runtime performance and how to scale visuals for different platforms. Strong aptitude for art software including proprietary tools. Excellent communication in English, both verbal and written. CV in English Portfolio demonstrating your current skillset for the intended position.

20 februari 2024
Sista ansökan:
21 mars 2024
Environment Artist - Games

Environment Artists create the physical space where the players experience the game. The role is extremely versatile and a wide range of techniques and experiences are required. Due to the versatile and cross-disciplinary nature, they need to work extremely close with other crafts and have great communication and collaboration skills. At Embark we are constantly evolving our tools and workflows with the ambition of eliminating tedious and manual input. This in turn means the role of an Environment Artist constantly changes, with the Artist having to adapt to new tools, workflows, and mindset, as many traditional tasks move towards proceduralism and automation. As an Environment Artist at Embark we value multiple years of previous experience within game development, with a deep understanding of modelling, texturing, shaders, lighting and photogrammetry. Knowledge and interest within traditional arts, architecture, colour theory, geography, geology, and other relevant fields is also highly valued. Example of responsibilities - Props placement, terrain sculpting, and creation of natural biome content - 3D modelling, texturing and shader work - Create moodboard and collect reference material to reach the direction presented by directors - Work with photogrammetry and attend photogrammetry reference trips - Play the game, participate in playtests and provide feedback - Create plans for content production and workflows - Work with and review content from relevant external partners We would love if you have - Excellent visual skillset and deep artistic understanding and knowledge - A portfolio that showcases realistic game art - Great understanding of the technical aspects of the game, memory and performance - Follow directions and deliver to quality from a visual, gameplay and technical perspective - Great communication and collaboration skills - Great understanding of the the gameplay experience of the game - Ability to deliver according to agreed time and budget constraints - Estimate tasks and time, update plans, and deliver content to quality according to directions - Be a role model, culture carrier and spokesperson for Embark At Embark we offer competitive salaries, passionate colleagues to share knowledge with and much more, but most of all we invite you to take part of a journey into the unknown, to build creative, surprising and beautiful experiences together. We welcome game makers of all sex, class, colour, age, gender identity, education, religion, opinion, culture, nation of origin, language, sexual orientation, shape, size, and ability. Did we leave anyone out? Well, we welcome you, too! We think that the gaming industry is made better when everyone has a seat at the table. Be yourself at Embark and make games while doing so. Please apply with confidence. We can’t wait to hear from you (in English)! If this role doesn't quite match what you're looking for, feel free to apply to us via our " Open Application. (https://www.embark-studios.com/jobs/278181-game-maker-open-application)"

8 februari 2024
Sista ansökan:
27 juli 2024
Senior Prop Artist

This role will allow you to be a part of the production of AAA games at a great game studio. Since the game you will be working on is in full production, you will need to hit the ground running. However, since our employees are our most valuable asset, you will get thorough onboarding as well as all the tools and subsequent support you need to develop and achieve great results. Collaboration is key, and working in cross-discipline teams allows us to bring together our expertise and create the best possible experiences for our players. We are looking for people who want to have fun at work, share ownership, and make smart decisions; responsible people who have a positive attitude, are passionate, and value professionalism. We have an opening for a Senior Prop Artist with great team spirit and sound technical knowledge! A genuine interest in creating 3D Art is expected - this is why you got into the business, right? We trust you - as a senior - to be a mentor for juniors and a sounding board for others. You will be working closely with the team to make sure we achieve the best quality in terms of visuals, playability, and performance. Requirements: - Several years of experience within the field and shipped at least one AAA title - Experience with outsourcing - Game engine experience, e.g. (examples) Unreal Engine, Frostbyte, Snowdrop, Cryengine, Unity, etc - Proficient in at least one 3D Software, e.g. Blender, Maya, 3DS Max, Modo, etc. - Solid understanding of game development 3d modeling, e.g. subdiv modeling, texture baking, remeshing, scan re-purposing, trims - Proficiency in Substance Painter - Solid understanding of the texture mapping and material setups - Good sense of form, shape, silhouette, and proportion in regard to objects - Solid understanding of PBR workflows - Experience with mentoring others - Solid English and communication skills That Little Extra: - Experience with Unreal Engine 5 in particular - Experience with photogrammetry - Good understanding and proficiency in Substance Designer Who we are Sharkmob was founded in 2017 and has offices in Malmö, Sweden, and London, UK. The studio develops AAA-quality games for PC and console, using the Unreal Engine to power its ambitions of taking multiplayer games to new heights. Currently, we are working on two major projects: Exoborne - a Sharkmob original game created in Malmö, is a tactical, open-world extraction shooter set in the United States torn apart by apocalyptic forces of nature. The second project, developed in London, is another Sharkmob original IP yet to be announced. Our first game, Bloodhunt - a battle royale set in the Vampire: The Masquerade universe, was released on 27 April 2022. At Sharkmob, we are committed to building an inclusive team that represents diverse backgrounds, perspectives, and skillsets - because we believe that helps us create great games. We welcome all candidates who are aligned with our core values of shared ownership, smart decisions, and, last but not least - having fun! We hope you want to join us on our adventure and become a part of our crew. You can find more great perks (https://career.sharkmob.com/pages/perks) of being a crew member. If you want to know more about Sharkmob and our projects, visit our homepage (https://www.sharkmob.com/).

6 februari 2024
Sista ansökan:
25 juli 2024
Advanced Visualization Specialist

Hitachi Energy is a pioneering technology leader that is helping to increase access to affordable, reliable, sustainable and modern energy for all. We help keep your lights on, the factories running, our hospitals and schools open. Come as you are and prepare to get better as you learn from others. Bring your passion, bring your energy, and plug into a team that appreciates a simple truth: Diversity + Collaboration = Innovation HVDC (High Voltage Direct Current) is a product group in Hitachi Energy, which develops, manufactures and sells DC transmission systems on a global market. HVDC technology is used to transmit electricity over long distances and for power transmission via submarine cables. It is also used to connect power systems. As a member of this HVDC BIM (Building Information Modeling) Engineering organization, you will be at the forefront of technology to help drive the digital transformation that we are currently going through. Your main responsibility will be to create advanced 3D simulations to ensure that we are able to construct our HVDC stations in the most effective, quality assured and safe manner. We know how to do each step thanks to our manuals, instructions and guides which are paper based, now it’s time to take it to the next level by utilizing 3D, VR and fully interactive simulations and videos. We are looking for someone that is self-going and can navigate between different 3D (CAD) systems and gaming engines with ease and that has a creative way of solving most issues. Furthermore, you can easily jump between different video editing programs such as Adobe Premiere Pro and After Affects. You use these systems to create videos of the highest quality in the industry. Your Responsibilities Working in a VDC 3D and VR simulation software called Fuzor to create detailed 3D and 4D construction simulations/animations based on project and/or tender requirements Create videos which demonstrates these simulations in an exceptional manner. This will be done in Adobe Premiere Pro and/or After Affects Create VR simulations in Fuzor and export easy-to-use executables Read through instructions and manuals to understand how the simulations are built up in order to simulate them in 3D Setup process and workflows of the entire life cycle, all the way from idea to complete hand over Work tightly with the BIM (Building Information Modeling) engineering team, installation and suppliers to understand what the project requires Collaborate with documentation team, training managers and suppliers to receive the applicable documentation needed to create the simulations Create visually appealing and interactive presentations regarding the work that you will do Write instructions and read-me files after your work is done so that it can be easily followed-up upon and transparent Create interactive tutorials on e.g. PowerPoint on how all the features that you work with Create training material to be used as education material If required, work closely with the customer to capture their needs Your Background Excellent knowledge of creating 3D and 4D construction simulations Experience with 3D CAD and how to navigate between different CAD systems Good experience with different 3D file formats Strong understanding of how polygons, meshes and bill of quantities affects files sizes Strong understanding of how material mapping and animation physics is applied to 3D models Strong knowledge in video editing in tools like Adobe Premiere Pro Knowledge of Office 365 and a big plus if you have Phosohop knowledge and excel in PowerPoint animations Knowing how to work in Fuzor is a strong plus Additional Information Welcome to apply by February 25th. Applications will be reviewed on an ongoing basis, so don’t delay – apply today! Recruiting Manager Rohit Dahiya, [email protected], will be happy to answer your questions regarding this position. Union representatives - Sveriges Ingenjörer: Mikael Hjort, +46 107-38 29 86; Unionen:  Fredrik Holmgren, +46 107-38 21 85; Ledarna: Christer Fridlund, +46 107-38 29 12.  All other questions should be directed to Talent Partner Nicole Bergman, [email protected]. Hitachi Energy is a global technology leader with a combined heritage of almost 250 years, employing around 40,000 people in 90 countries. Headquartered in Switzerland, the business serves utility, industry and infrastructure customers across the value chain, and emerging areas like sustainable mobility, smart cities, energy storage and data centres. With a proven track record, global footprint and unparalleled installed base, Hitachi Energy balances social, environmental and economic values, and is committed to powering good for a sustainable energy future, with pioneering and digital technologies, as the partner of choice for enabling a stronger, smarter and greener grid. www.hitachienergy.com

6 februari 2024
Sista ansökan:
25 mars 2024
Senior Lighting Artist

Avalanche Studios is looking for a talented Senior Lighting artist to join the team and play a key role in upcoming projects. As a Senior Lighting Artist, you are responsible for owning, innovating and implementing all aspects of our local and global in-game lighting while keeping project priorities and deliverables in sight. You are expected to tackle large and diverse problem sets effectively, autonomously, and with expediency. Furthermore, our ideal candidate is encouraging and contributes to the learning of the rest of the team and colleagues. What you'll do Create and implement real-time dynamic lighting using our proprietary game engine Collaborate closely with the Art Directors, Producers, Leads and other teams to achieve the visual goals of the project Maintain a high visual quality bar for lighting within performance budgets for different platforms Mentor and guide other artists in area of expertise and provide constructive feedback Ability to follow concepts and Art Direction while also able to take on work independently to improve your work further Updating tasks and work using project management software Who you are Substantial experience with lighting techniques within the games industry such as lighting setups for different time of day Excellent knowledge of colors, understanding of light, material authoring in a physically based rendering pipeline and color correction Be proactive about problem-solving during all phases of production You are highly positive and possess a proactive work ethic Experience with related 3rd party software such as Autodesk Maya and Adobe Photoshop or equivalent is a plus. Strong portfolio showcasing your artistic skills and examples of your work Proficient verbal and written skills in English We have a hybrid-work setup at Avalanche that enables you to work a few days from home and a few days from the office located in Södermalm, Stockholm. If you are open to relocating for the opportunity, we also offer relocation support from anywhere in the world. The Stockholm location Our Stockholm office is situated in Södermalm, the beating heart of the city’s game industry. It’s a physical representation of our games – the lush vegetation of Just Cause and theHunter: Call of the Wild meets corroded metal straight out of Mad Max. It has everything you need to make it your creative base camp. Our values At Avalanche Studios Group, we create worlds beyond limits. But that’s not exclusive to our games, so we’re committed to developing a diverse and inclusive workplace. All Avalanchers have a shared responsibility to create an open work environment where everyone is treated equally and respectfully. Being part of our world is not contingent on your heritage, your gender, or sexual orientation. It’s all about your passion and creativity. How to apply To apply for this position, please register below and provide your CV in English. We review applications continuously. All further studio-related information is provided under a non-disclosure agreement.

10 januari 2024
Sista ansökan:
30 mars 2024