“Lead Character Artist”
- Collaborate with the Art Director, the Creative Director and other characters team members to develop the vision and artistic direction for characters and their gear.
- Ensure consistent application of the artistic vision across the entire character modeling and texturing effort. Make sure the team meets a consistently high standard of quality. Provide clear and consistent feedback on the characters team’s work.
- Create in-game character assets which set an inspirational quality bar for the other members of the characters team.
- Work with the game design team to create characters that reinforce and amplify our game play goals.
- Work with the Technical Directors and coding team to define new bits of technology that get us closer to our vision for the game’s characters.
- Identify, categorize, prioritize and schedule the work of a small characters team. Develop, maintain and manage the work schedule for the team, working to identify and manage dependencies between the characters team and other teams.
- Act as a coach and mentor for the other members of the characters team, working together to grow professionally.
- Must have shipped a game you’re proud of, and that we’re impressed by.
- Must have at least three years of commercial game experience with a strong portfolio of in-game character artwork and 2D character design artwork.
- Must have experience with Maya and Zbrush, creating high-quality normal-mapped characters. Equivalent experience in other 3D environments is acceptable.
- Need to have strong 2D and texturing skills.
- Should be aware of current urban style and street fashion.
- Team management experience is a plus.
- Must look forward to collaborating.
- Must have strong communication skills.
- Must be autonomous, responsible, organized and professional.
- Must enjoy seeing the other members of the art team grow and succeed.
- Must be a good coach and mentor.
- A portfolio review is required. We prefer web-based submissions, but will evaluate DVDs if necessary. Portfolio must show low-poly models with normal maps and textures, as well as renders of your high-poly models.