EU remote
Principal Character Artist
About this role
Maintain artistic direction and quality Produce high quality character, creature, and props suitable technically and artistically with the project's universe and visual direction. Cooperation on setting artistic vision benchmarks and helping define the style under Art Director/Lead supervision, as well as maintaining the quality standards across the entire development pipeline. Production/Deadline Produce work within specifications and maintain workflow pipelines within given deadlines.
Bug Fixing and describing R&D case studies in the knowledge base. Feedback Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner. Provide feedback and improvement to visual quality. Collaboration/communication Knowledge sharing. Collaborate with Tech Art/Anim and lead on R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows. Occasionally support leads and HR collaboration in recruitment efforts.
Occasionally support new hires onboarding process. Other artistic specificity Working closely with Animation and Technical departments to ensure the character fulfills the quality expectations. Tuning (or creating) surface shaders for in-game characters. A strong portfolio showcasing character modeling and texturing skills. Excellent knowledge of industry-standard software packages for 3D modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
Excellent knowledge of working in Substance Painter or similar PBR texture workflow. Ability to create believable characters that are full of life and personality. Ability to create high poly and low poly models as well as textures. Strong organic modeling skills (human faces, clothing, believable creatures). Ability to create complex creature types from bipeds to quadrupeds and beyond. Artistically interpret concepts or creatively push beyond an initial ideation.
Excellent understanding of art fundamentals (shape, form, texture, value and color) and anatomical knowledge of both bipedal and quadrupedal forms. Strong hard-surface modeling skills (armor, weapons). Experience with PBR based shaders. Experience working with Unreal Engine. Adaptive. Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance. Software: Maya/Max/Modo/Blender, and ZBrush, marvelous Designer, Substance Painter, Photoshop UK Private medical healthcare (Vitality) and BUPA dental insurance for PCF's employees and their families.