Monday, 15 October 2018

Hiring: Project-based 3D Artist



Title: 3D artist
Focus: Polishing environments and props
Type: Full-time, project-based (approx. 1 year)
Last day to apply: 4th of November 2018


After 3 years of hard work, we are now close to finishing one of our new games. We want it to look amazing, and to accomplish that we need more (hu)manpower.

This is where you come in.

We are now looking for an experienced 3D artist, who will focus on environments and props for our upcoming horror game. Our ideal person loves horror, and is able to convey atmospheric environments and terrifying scenes through 3D art. The position is full-time and project-based, lasting for about a year until the new game is ready to be shipped.


What will you work on?

We are quite a small team, but we consider that our strength. As an environment artist you will get to work on every level of the game, ranging from small props to whole levels. This means your contribution will greatly influence how the final game looks, plays, and evokes emotions.

Here are some of the things you will be working on:
  • Creating basic models that make up the levels, such as walls and floors
  • Modelling props of various complexity, both with and without the help of concept art, and often having to take gameplay concerns into account
  • Constructing particle systems, both by drawing textures and using parameters in our editor
  • Combining various techniques to create special effects, such as flowing water or fire.

If you want to know more about Frictional work practices, you can check out the introduction post of Rasmus, who will be your closest teammate.


What are we looking for?

You have to be a EU/EEA resident to apply.

The person we’re looking for is creative, driven and most importantly self-sufficient.

Since the position is project-based, we are looking for a person who can start as soon as possible, end of November the latest.

Here are some essential skills we require:
  • Excellent skills at adapting to a style and taking it to a finished state
  • Strong self-drive and ability to organise your own work
  • Interest in and ability to do research for interesting prop and environment solutions
  • Love for working on a variety of tasks
  • Fluency in English
  • Team communication skills
  • Knowledge of game design
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office)
  • A fast and stable internet connection.
And here are some more techie skills:
  • Excellent skills in 3D software. Modo preferred
  • Familiarity with Zbrush/Mudbox/similar
  • Excellent skills in Substance
  • Excellent skills in Photoshop or similar software
  • Familiarity with issue-tracking software
  • Experience in classic/non-PBR workflow.
If you want to impress us:
  • Love for horror and narrative games
  • A major role in completing at least one game
  • Great free-drawing skills
  • Experience in level design
  • Strong game design skills
  • Experience kitbashing/working with modular sets.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.


What we offer:
  • Flexible working hours, a no-crunch approach
  • Opportunities to influence your work flow
  • Variety in your work tasks, and ability to influence your work load
  • Participation in Show & Tell of games, having a say in all aspects of the game making
  • An inclusive work environment
  • A possibility to become a permanent employee.

How to apply?

If all of the above piqued your interest, we would love to hear from you! Send us your application 4th of November the latest - but the sooner, the better.

Please attach all the following:
  • Cover letter (why you should work with us, what do you bring to the table)
  • CV
  • Portfolio (link or PDF)
  • Examples of works that have inspired you or blown you away.
Please notice that you need to send all of the applications to be considered.

Send your application to apply@frictionalgames.com!


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8 comments:

  1. I hope one of the two new games will as half as scary as The Dark Descent. Love narrative and thought provoking games like AMFP and SOMA, but it's really about time we got some hardcore action again like back in 2010. Can't wait.

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    1. machine for pigs wasnt "their" game, they only published it. it was developed by the chinese room.

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    2. I know, I didn't mention anything about AMfP being "their" game. I just said I hope one of the new games will be more visceral in nature (like The Dark Descent) than SOMA and AMfP.

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  2. If you expect to ship in a year, when are you announcing? Wasn't SOMA announced almost 2 years in advance or do I not remember correctly? Good news anyway I thought it would take around 2 more years just announce already!!!!

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    Replies
    1. I just hope they don't go down the path R* Games chose when it comes to the whole game announcing thingy. They've made us wait for GTA V for so long, built a tremendous hype and really took their sweet time to release it. And the time gap between new titles just keeps growing and growing. Average human life span is about 70 years, not 170. Just throwing it out there lol.

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  3. SOMA did to me what no other game has done before or since then. It shifted my personal paradigm when it comes to gaming in general. I don't expect the same to happen again but I sure am hyped about whats in store. Some thoughts I had while reading this;

    - Please consider the time in between the announcing of a game and the actual release of said game. I know this is important marketing wise but what you did with SOMA was a bit too much, either make the trailers look less cool or just dont announce the game yet if its gonna be years or more still before its released. Most of us are already hyped regardless so don't sweat it too much.

    - Frictional Games has yet to screw up in a major way, chances of that happening while the company has undergone some major changes (multiple projects now) are to be considered. This is me talking to myself out loud, I hope that i will be proven wrong.

    - Consider extending the lenght of your products by adding DLC. Unmanned weather station Omega almost feels to me as cut DLC for SOMA, something that may sound weird but really could work quite well in my opinion.

    - I play on consoles, I like my games on the big screen that is my TV. I too want to have access to the supersecret fun stuff you keep adding to the games files on PC. Its a shame I cant drool over those in a legit way. Not sure but perhaps you see a solution to this.

    Apologies for the lenghty comment, i will shut up now. Have a good one and take care.

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