About The Position

We are looking for an Environment/Level Artist for a fully remote role in Canada. The ideal candidate should have strong Unreal Engine skills. People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe. Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand on our expertise and push the boundaries of what’s possible in game development. Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft; Project Echo for KRAFTON; and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects. With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide. If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere. Main goal of the role To effectively produce playable levels based on Art directors vision and Level design needs Collaboration within the studio Concept Art, Character Art, Environment Art, Tech Art, Level Design, Animation Duties Maintain artistic direction and quality To effectively produce playable levels based on Art directors vision and Level design needs with lead cooperation. Creating world geometry and composition for levels in Unreal Engine. Redesigning existing assets to new forms. Blocking out modules and levels, creating first/proxy materials. Production/deadline Produce work within specifications and maintain workflow pipelines within given deadlines. Feedback Model proxy assets. Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner. Collaboration/communication Participate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.

Requirements

  • Strong portfolio showcasing playable levels with created geometry.
  • Experience and knowledge of industry-standard software packages for 3D modeling. (Maya, Max, Blender, ZBrush, Photoshop, or their equivalents).
  • Artistically interpret concepts or creatively push beyond an initial ideation.
  • Demonstration of narrative set dressing.
  • A solid understanding of traditional art skills along with foundational design competencies (basics of composition and layout knowledge, shape, form, texture, value and color).
  • Experience working with Unreal Engine (or equivalent).
  • Full understanding of Modular Workflows.
  • Ability to use PBR shaders and normal maps.
  • Adaptive.
  • Ability to receive and implement feedback.
  • Willingness to learn and adapt to new styles, techniques and workflows.
  • Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
  • Strong verbal and written communication skills in English.
  • Software Unreal Engine , Maya/3dsMax, Blender, Zbrush, Photoshop
  • 3+ years in AAA console/PC game development, including 1 year in Unreal Engine

Nice To Haves

  • Traditional art skills along with core graphic design competencies (typography, colour, and light).
  • Experience working with Unreal 4/5.
  • Environment modelling skills.
  • Level Design experience.

Responsibilities

  • Maintain artistic direction and quality
  • Effectively produce playable levels based on Art directors vision and Level design needs with lead cooperation.
  • Creating world geometry and composition for levels in Unreal Engine.
  • Redesigning existing assets to new forms.
  • Blocking out modules and levels, creating first/proxy materials.
  • Produce work within specifications and maintain workflow pipelines within given deadlines.
  • Model proxy assets.
  • Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
  • Participate in R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.

Benefits

  • Benefit package 100% paid by PCF.
  • The insurance company reimburses 100% of claims (Up to $1000 per service a year, as well as individual family coverage).
  • Full Dental coverage, including major dental.
  • 4% RRSP matching before tax deductions, 100% vested on day 1.
  • Paid week off during Winter Holidays.
  • 20 paid vacation days and 5 paid sick days.
  • Free virtual health and mental well-being sessions are included in the plan for members and their dependents.
  • Personal development opportunities and ability to work in a global environment.
  • Work in a creative team with people full of passion for what they do.
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