About The Position

We're looking for a Senior Game Designer focused on cameras and 3Cs to join our team. You'll work alongside our current camera designer and share ownership of the camera experience, covering both the third person over the shoulder camera and our rail camera sequences. Camera is one of the first things a player feels and one of the last things they notice when it's done well. We need someone who cares about that and wants to make it great. This is a remote role, so you'll need to be comfortable working independently and communicating clearly with a distributed team. We're hiring anywhere in Canada, and we're also open to candidates based in the US.

Requirements

  • 5+ years of experience in game design, with significant time on camera or 3Cs.
  • Strong experience designing and tuning third-person cameras, including aiming, combat and traversal states.
  • Experience building rail or scripted camera sequences, and blending them smoothly with player controlled cameras.
  • Deep knowledge of camera tools, such as the camera manager, spring arm, curves and Sequencer.
  • A solid grasp of the math behind camera work, including vectors, angles and interpolation.
  • Experience solving collision, occlusion and framing problems in complex environments.
  • A strong eye for framing and composition, balanced with a feel for player control and responsiveness.
  • Comfort working remotely and independently, with clear communication across disciplines and time zones.

Nice To Haves

  • A background in technical design, cinematics or camera programming.
  • Experience with set piece cameras.
  • A portfolio or reel of camera work. We know a lot of this work is under NDA, so it isn't required.

Responsibilities

  • Own the design, implementation and tuning of the third person over the shoulder camera, including exploration, aiming, combat and traversal states.
  • Build camera behaviour that responds well to the player, with smooth blending between states, good distance and offset handling, and camera shake and feedback that support the action without getting in the way.
  • Solve collision, occlusion and framing problems in tight spaces, busy combat and vertical environments.
  • Design and implement rail camera sequences, such as exotic gameplay, chases, flight moments and set pieces, that feel cinematic while enabling great gameplay feel.
  • Create smooth transitions between player controlled, rail and scripted cameras so moving between them never feels jarring.
  • Work with level design and cinematics to plan camera needs early in a space or sequence, instead of fixing them at the end.
  • Work closely with animation, combat and engineering so camera, character and controls feel like one system.
  • Give input on control responsiveness, aim assist and moment to moment feel as part of the wider 3Cs.
  • Playtest regularly, gather feedback from players and the team, and turn it into clear improvements.
  • Own camera bugs and polish through to ship, making smart calls about priorities as production moves forward.

Benefits

  • Benefit package 100% paid by PCF.
  • Insurance company reimburses 100% of claims (Up to $500 per service a year, as well as individual family coverage).
  • Full Dental coverage, including major dental and orthodontics.
  • 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 wellbeing sessions 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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