Feb 21, 2020

JOB OVERVIEW

Private Division is a developer-focused publisher that empowers studios to develop the games that they are passionate about creating, while providing the support that they need to make their titles critically and commercially successful on a global scale. As a new division of Take-Two Interactive Software, the label publishes Kerbal Space Program, has released Ancestors with Panache Digital Games and The Outer Worlds with Obsidian Entertainment, and will publish the upcoming title Disintegration with V1 Interactive along with other unannounced partnerships. Private Division is headquartered in New York City with offices in Seattle, Munich, and Las Vegas. We are growing our capabilities to allow us to continue bringing great games to players and are looking for a new member of our team near Seattle, WA.

Responsibilities

• Work alongside a concept artist to invent and envision alien worlds
• Gather reference imagery, geomorphological research and planetary science data to bring realism to terrains at all scales
• Sculpt and texture complex large-scale meshes for realistic planets and moons, using ZBrush and World Creator (or similar terrain tool)
• Generate tiling terrain detail (albedo, normals, ambient occlusion) for use at all scales, using Substance Designer
• Select photogrammetric assets from third-party libraries to match environments, and modify these assets as needed
• Research, recommend, and adopt Unity plugins to enhance the beauty and immersiveness of environments
• Create small-scale geometry for use as mesh scatter, using 3DS Max and Zbrush
• Communicate effectively with art lead, creative director, and other team members to manage expectations and aid in production planning
• Research and suggest improvements to the asset creation pipeline to improve both efficiency and quality of finished assets
• Test assets in game and recommend improvements to all systems adjacent to assets, including lighting, shaders, atmospheric effects, shadows, redner quality, and any other systems that affect the visual experience

Qualifications

• 5+ years of game development experience
• Solid grasp of 3d modeling, texturing, and materials creation for PBR assets and node-based shader creation
• Ability to generate tiling terrain elements procedurally using Substance Designer
• Prior terrain creation experience, across a range of terrain types
• Self-motivated and energetic team player with a very strong work ethic and cooperative attitude
• Strong communication skills
• Eagerness to discover and learn new processes and tools as product evolves
Preferred Skills
• Shipped at least 1 title
• Experience using ZBrush, Substance Designer, World Creator, and 3DS Max
• Ability to use lighting, shadows, reflections, shaders, and post-processing within Unity to achieve a performant and high quality result

Click here to apply