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Artists located Anywhere.
Posted by WhiteTowerGames on
We are a Polish-based remote studio working on a medieval multiplayer title. Our team is currently missing 1-2 environment artists to assist us in developing assets for our levels and environments.
We welcome all levels of experience and professional qualifications.
Our financial situation obliges working for your compensation to be exclusively based on revenue share temporarily. Our project is advanced enough for us to be on the lookout for a publisher, for venture-capital funds and business angels. We are also preparing materials for a Kickstarter. On the success of either of those ventures, we will offer you a paid compensation package.
The job is flex-time. It can be full-time or part-time.
Job Description:
Your work will mostly revolve around 3D asset creation. Within these, we distinguish between hero assets for maps/props and modular environment asset packs. In both cases, you will be provided with concept art and optionally real-world references.
The specifics of a level blockout and its task descriptions will suggest which approach to use at which scenario.
You will work with our 3D lead and/or tech artist to define the specifications of your environment asset pack. You will not be required to write shaders. We will also provide examples of asset packs whose quality, performance and pipeline fit our project.
Across your packs, you will over time build up a common material and smart material library for the project. These will be expanded upon, either by you or other artists in the future, to reuse textures where applicable and to have a more consistent art direction.
You will be free to suggest improvements and modifications to level blockouts and to the level designers charged with doing level art.Building complete environments from your assets is not essential, although if you demonstrate skill in this area and are interested in level design then the skillset would be valuable to us. Over time and if you wish, your responsibilities and job description can expand to being a level artist and/or level designer.
Job Responsibilities:
Material authoring with Substance Designer
Creating realistic hard-surface PBR props and hero assets following a standard baked-texture pipeline
Creating realistic hard-surface PBR modular environment packs following a technical guideline sheet and shader usage for the specific pack
Follow artistic and technical guidelines created by the project’s management team.
Communicate with the rest of the team (namely the 3D Lead and the Creative Director) to review and implement feedback to your work.
Job Requirements:
Understanding and ability to apply the 3D pipelines used to create optimized, game-ready PBR assets
Strong ability in industry software for each of the steps of the pipeline (poly modeling, sculpting, retopology, UV unwrapping, material authoring and mesh painting)
B2 equivalent or higher in spoken and written English (no certificate required)
15 hours a week or more of availability.
Nice-to-haves:
Experience with Unreal Engine.
Understanding of shader theory.
Interest and knowledge of medieval European history.
Experience as 2D artist in any field.
Experience as tech artist.
Qualities we look for :
Initiative : the will to understand the inner workings, the logic and the reasoning of what you are creating, beyond the materials of a task, and to make your own suggestions and improvements.
Reliability: live by your word. If you agree to a deadline, make it happen.
Drive: we deeply value people that have the drive to improve their work and their value, a quality that easily pushes you into promotions and into better compensation packages.
Qualities we offer:
Growth potential : we intend to build on our successes. We want to grow our juniors into seniors with apt leadership and challenges for you to overcome at each stage of your career.
Flexibility : we do not demand specific work hours or work days, only that weekly or monthly workloads are performed.
Involvement: with us, you will be more than just a cog in a rigid pipeline. Your opinion and insight, from your work to the playtesting of our project, is crucial and valued – good games don’t happen without evaluating all inputs.
Compensation:
Revenue share model
Company equity
Once we obtain funds: monetary compensation. Once we reach this stage you will be free to continue on revenue share and/or company equity depending on your own risk assessment and preference.
About us:
We’re a startup company headquartered in Poland, with a mostly pan-European team of juniors, intermediates and seniors alike – some of us have 20 years of experience in our craft. By joining us, you will be part of a team creating games with world-first features for many to enjoy, bringing familiarity and novelty together in the right balance to many genres.
If you are not from Europe, don’t worry! We accept people from other continents as we can work across several time zones.
To collaborate with us, you will be required to sign an NDA and a Service Agreement. Unless you are a resident of Poland, in which case an NDA and Work Mandate agreement is used instead.
Send us your portfolio, your CV, and/or any examples of your past work to jobs@whitetower.games
We understand the privacy implications and risks of sending a CV. Thus, should you make such a request, we will delete your CV from our system should you not be approved for the job.
In no case will we utilize your data for any end that is strictly not related to assessing your capabilities and the on-boarding procedure. Three individuals at White Tower Games can have access to your CV.