Overview
Objectif principal du rôle: Maintenir l'esthétique du jeu en se basant sur la vision du directeur artistique et en l'exécutant en ajoutant des éléments d'éclairage et d'ombrage dans les niveaux jouables et les cinématiques. Main goal of the role: To maintain the aesthetic of the game based on the Art Director vision driven by Concept Art team and execute it with respect to adding lighting and shading elements within playable levels and cinematics.
Responsibilities
Leadership / Direction
- Diriger une équipe et favoriser une atmosphère stimulante au sein de l'équipe afin d'obtenir les meilleurs résultats possibles pour le projet et le développement personnel des membres de l'équipe.
- Maintain artistic direction and quality
- Work with the Leads and other Lighting Artists to create high-quality lighting schemes in keeping with the project's universe and visual direction.
- Lighting of scenes or levels based on reference photographs and/or concept art materials.
- Help to drive the narrative storytelling through effective use of color, light and mood. Set lighting standards, quality targets, and conduct visual prototypes. Collaborate on lighting mood boards and visual targets based on the Art Directors vision.
- Establish a development process for the content development teams and to aid in the review purpose.
Production / Délais
- Ensure the work of the team follows the quality standards and production deadlines. Bug Fixing and describing R&D case studies in the knowledge base.
- Work closely with the production team on tasks assignment and schedule to meet deadlines, also ensuring healthy work-life balance by setting clear expectations and scope of work.
- Supervision of bug fixing and describing R&D case studies in knowledge base.
- Feedback: Provide day-to-day feedback improvement to visual quality. Working with the team to find solutions and creatively solve problems. Collaborating with other disciplines such as VFX artists, level designers, etc. to create a great AAA game experience.
Collaboration / Communication
- R&D lighting techniques and optimize lighting setups in order to meet technical limitations and art direction requirements.
- Collaborate with Tech Art and drive R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
- Collaborates and communicates effectively across departments with other Leads, Directors, and project stakeholders to ensure efficiency and minimize miscommunication.
- Conduct consistent performance and compensation reviews of staff members
- Conduct recruitment projects with HR collaboration
- Conduct onboarding to new hires
Other artistic specificity
- Working with the technical and engineering departments to ensure lighting work is within budget and maintains performance goals.
- Profile existing and future levels to maximize the quality of lighting on characters and environments while staying within performance budgets.
- Review and playtest your work in the editor and in-game.
- Staying updated with latest industry trends in lighting for film and games and mentoring the rest of the team on latest industry trends.
- Ability to make a full lighting system using Blueprints or any other tools.
- Ability to tackle special lighting cases/setups.
Qualifications
Ce que nous recherchons / What we are seeking:
- Un portefeuille solide présentant des exemples de travaux d'éclairage à l'échelle mondiale et locale. / A strong portfolio showcasing examples of world and local lighting work at a AAA quality.
- Excellente connaissance des logiciels standard de conception de modèles et de sculpture à haute densité / Excellent knowledge of industry-standard software for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or equivalents).
- Interpréter artistiquement des concepts ou pousser la créativité au-delà de l'idée initiale. / Artistically interpret concepts or creatively push beyond an initial ideation.
- Bonne compréhension des compétences artistiques traditionnelles et des compétences de conception fondamentales. / A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
- Compréhension approfondie et expérience pratique de l'éclairage dans les moteurs de jeux en temps réel ou dans les CGI/VFX. / In-depth understanding and practical experience of lighting in real-time game engines or CGI/VFX productions.
- Connaissance des flux de travail PBR et limites de performance. / In-depth knowledge of Physically Based Rendering workflows and performance considerations.
- Capacité à créer tout le contenu nécessaire à l'éclairage (textures, profils IES, HDR, matériaux, scripts, etc.). / Ability to create all content needed for lighting including textures, IES profiles, HDR maps, materials, scripts, etc.
- Compréhension des concepts photographiques de base. / Understanding of basic photography concepts like EV, shutter speed, ISO, composition, etc.
- Adaptive / Adaptatif
- Capacité à s'adapter et à développer un style artistique avec un minimum de conseils. / Ability to adapt and develop a specific art style, techniques and workflows with minimum guidance.
- Fortes compétences en mentorat, encadrement et leadership. / Strong mentoring, coaching and leadership skills.
- Capacité à collaborer avec les responsables et les départements pour résoudre les défis artistiques et techniques. / Ability to collaborate with leads and various departments to solve artistic and technical challenges.
- Excellentes aptitudes en communication en anglais. / Excellent verbal and written communication skills in English.
- Motivation personnelle / Self-motivation
Logiciel / Software: Photoshop, Unreal Engine
Expérience / Experience: 7+ années dans le développement de jeux et 5+ années dans Unreal Engine avec expérience en leadership.
Additional Information
What we offer / Ce que nous offrons :
- Benefit package 100% paid by PCF. Insurance reimburses 100% of claims (Up to $1000 per service per year), plus family coverage.
- Full dental coverage incl. major care and orthodontics.
- 4% RRSP matching, vested day 1.
- Paid winter holidays week.
- 20 paid vacation days and 5 paid sick days.
- Free virtual health and mental wellbeing sessions for members and dependents.
- Personal development opportunities and global environment.
- Work in a creative team with passionate people.
Company Description
People Can Fly is a leading independent AAA game developer with offices in Poland, the UK, the US, and Canada, plus remote work. Founded in 2002, PCF programmed notable titles and is experienced with Unreal Engine. Our teams are currently working on Gemini (Square Enix), Gears of War: E-Day (Microsoft), Bifrost and Lost Rift (self-published), and other projects including VR. We aim to blend expertise with creativity to push the next generation of action games.
Project Maverick is an unannounced AAA game developed with Microsoft, with development by our European and North American teams.