Principal Technical Artist

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Hiring Remotely in Montréal, QC, CAN
In-Office or Remote
Gaming
The Role

Company Description

People Can Fly is one of the leading independent AAA games development studios with an international team of hundreds of talented individuals working from offices located in Poland, UK, Ireland, US, and Canada and from all over the world thanks to our remote work programs.

Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.

Our creative teams are currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Gears of War: E-Day is a Triple-A game developed in collaboration with Microsoft Corporation. We are also busy working on a VR and undisclosed projects, more information on those to come later.

With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.

If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry to bring a brand-new unique experience to the players worldwide.

Job Description

Maintain artistic direction and quality

  • Making final materials for characters, environment assets, and effects, also supports existing material systems.
  • Content creation-mock up features in external programs or tweak shader code, experiment with features.
  • To tweak assets by using modeling and texturing skills.
  • Help improve and refine shader, texture, lighting quality.
  • 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

  • Maintain the production and software pipeline and meet deadlines.
  • Develop powerful and efficient workflows for the Art team.
  • Research and implement new techniques and procedures to improve game asset quality.
  • Explore and help develop new technologies for integration into the asset pipeline.
  • Can be responsible for managing and supervising bigger features and other projects implementations.
  • 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 

  • Work with developers in multiple disciplines and ensure that work gets integrated into the build.
  • Collaborate with Tech Art and lead on R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
  • Analyze and improve art asset inefficiencies to optimize console and PC performance.
  • Knowledge sharing.
  • Act as a liaison between the Engineering and Art departments.
  • Identify and resolve pipeline issues without supervision.
  • Use diagnostic tools to examine the current content and identify areas for improvement as well as develop the tools.
  • Work with programmers and artists to optimize content creation.
  • Work with programmers on developing new features and workflows.
  • Occasionally support leads and HR collaboration in recruitment efforts.
  • Occasionally support new hires during the onboarding process.

Qualifications

  • 7+ years in AAA console/PC game development including 5+ year in unreal engine
  • A strong portfolio showcasing AAA quality work done in engine (Unreal, Unity or Proprietary Engine).
  • Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
  • Artistically interpret concepts or creatively push beyond an initial ideation.
  • A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
  • Advanced knowledge of real-time rendering challenges and techniques.
  • Extensive experience working with Unreal Engine tools, Visual scripting and best practices.
  • Strong knowledge of current 3D graphics techniques.
  • Strong knowledge of particle systems, environmental effects, cloth simulations, lighting, and dynamics.
  • Advanced knowledge of current tech art workflows and practices.
  • In-depth understanding and experience of game dev standard pipelines, tools and content creation.Strong analytical thinking and high proficiency in technical problem solving skills.Adaptive. 
  • Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance.
  • Strong mentoring skills.
  • Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
  • Strong verbal and written communication skills in English.
  • Self-motivation.

Nice to have:

  • Degree in any art field.
  • Extensive experience working the Unreal Engine especially with Blueprints, Material Editor, and Matinee.
  • Max Scripting and HLSL or shader programming experience.
  • Scripting and plug-in writing skills with Maya and Python or C++.
  • Houdini experience.

Additional Information

What we offer:

  • 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.
  • A competitive salary and performance-based annual bonuses.
  • 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.

We are committed to an inclusive and diverse work culture. PCF is an equal opportunity employer. We do not discriminate based on race, color, ethnicity, ancestry, national origin, religion, sex, gender, gender identity, gender expression, sexual orientation, age, disability, genetic information, marital status or any legally protected status.

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The Company
HQ: Mazowieckie
367 Employees
Year Founded: 2002

What We Do

People Can Fly is one of the best AAA game development studios in Poland and one of the leading UNREAL ENGINE studios in Europe. People Can Fly operates in Warsaw, Rzeszów, Łódź, Newcastle, New York, Chicago and Montreal. Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004). People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now. People Can Fly studio is working on three new Triple-A projects: Project Dagger is being developed in cooperation with one of the leading global publishers, Take-Two Interactive; Project Gemini together with Square Enix. The third project is an unrevealed game that People Can Fly intends to release in a self-publishing model.

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