P3-Favorite Job


Terrain Artist

Create Assets and Beautify Levels:
  • Sculpt plausible and impressive natural landmarks and vistas for use in-game
  • Model all types of realistic, lifelike foliage and geological props for use in-game
  • Create lush and gritty natural materials that utilize all kinds of cutting-edge shader tech
  • Be the convergence point for concept art and graybox level design; propel mood into a practical gameplay area with a critical artistic eye
Required:
  • Outstanding 3D Art skills demonstrated through a strong portfolio that shows:
    • Passion for crafting realistic, organic environmental models and textures
    • Handcrafted terrain, rocks and foliage of all types in multiple biomes
    • Experience creating high resolution, high fidelity 3D game assets
    • Experience creating models both based on reality and detailed concept art
    • Highly creative work even within setting constraints
    • Mastery of Photoshop, 3D Modeling and Unwrapping, and Node-Based Materials
    • Organized team player with great communication skills; always open to feedback
    • Self-motivated, creative and optimistic problem solver; solid time management
Desired:
  • A cosmopolitan with enthusiasm for natural and man-altered environments
  • Understanding of industrial design principles and architecture; Hard surface modeling skills
  • Passion for videogames and game development technologies
  • Familiarity with rigging and physics / destruction assets and process

Character Artist

Location:ArenaNet, Bellevue, WA

Description

We are looking for a character artist that shares our passion for creating worlds and the characters and creatures that fill it. This person will have a talent for creating the high res sculpt as well as the final, low res in-game model. They will join in brainstorming sessions applying their skills and vision to the heroes and horrors of Tyria. They will be self-motivated, collaborative and dedicated to the creative process.   
With multiple gaming awards such as: 2012 Time Magazine’s #1 Game of the year, Gamespot’s PC game of the year and countless other awards to their name, this multi-award winning business employs about 300 people and is taking the MMO gaming world by storm.  With 3 Million players and growing since launch, this is a fantastic opportunity to take the art team to the next level by growing Guild Wars 2 worldwide success.
Responsibilities
  • Create high-resolution character models in Zbrush or Mudbox
  • Create low-resolution game models including uv’s, and textures using Maya and Photoshop
  • Collaborate with designers, animators, concept artists and other teams to bring a shared vision to life                                                                                   
Qualifications
  • Proactive collaborator and problem solver
  • Attention to artistic and technical detail
  • Experience modeling game-ready characters
  • Skilled in Zbrush or Mudbox and Max or Maya and Photoshop
  • A good understanding of anatomy
  • Ability to take direction and offer suggestions on technique and best practices
  • Traditional and digital art skills
  • Able to match the Guild Wars art style and quality level
Desirable
  • Game development experience and a passion for the process
  • Dedicated gamer and fantasy/sci-fi geek
Character Art Test
Please complete the following test before you apply. Upon completion, please apply and provide a link to your completed test either in your resume, cover letter, or send it to lstumme@arena.net. We do not accept Zip files unless they are hosted on a site as they will usually do not send properly.
This test is required for a complete application to our Concept Art position: if you fail to complete the test, you will not be considered for this position.
From the linked concept: http://imageshack.us/photo/my-images/703/3rnq.jpg/ , create a high resolution mesh using a package such as ZBrush, Mudbox and or Maya. Then convert the high resolution mesh to a 7500 poly low resolution mesh using a 1024 diffuse, specular, and normal map (3 maps total). Your test should demonstrate an understanding of modeling in high and low resolution, diversity in the appearance of texture using a single material.
  • 7500 triangles for the entire model (don’t worry about double-sided) 
  • Diffuse map, normal map, specular map (grayscale), alpha map (1-bit) – each 1024 x 1024
  • Optional: Reflection map mask to adjust environment reflections 
  • Although this is primarily a test on armor, we expect the body to be made as well. The face/head is not important and can be somewhat obscured as long as what IS visible does not seem awkward. Please remove unnecessary geometry (e.g., we only need the skin mesh where it’s actually visible).
  • Some criteria we’d like to see met: 
  • Very clean and effective normal map that shows a command for creating both organic shapes and hard edged armor
  • Texture materials clearly defined (leather looks like leather, metal looks like metal, etc.)
  • Artistic sense of proportion and contrast to bring out the best qualities of the armor set
  • Effective combination of alpha transparency and modeling out shapes to communicate complex forms within the polygon budget. 
  • The diffuse map should be made agnostic of specific lighting conditions, but artistic judgment in occluded shadows and general lighting to enhance the model’s presence is appreciated.
This is a full time on-site position at our studio in Bellevue, Washington. A casual, friendly work environment, comprehensive benefits package, a competitive salary, and more are all part of what makes ArenaNet a great place to work. Please include links to your current portfolio when applying.

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This blog is about my trip through Game Design. I will post my designs I had to turn in and to help me feel like I am accomplishing something.

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