We’re looking to add multiple talented character artists to the development team creating The Long Dark.
As a character artist you’ll be responsible for creating models and textures for characters, wildlife, vehicles, weapons, and props in a consistent style under the direction of the Art Director. You will have 5+ years of industry experience, and use your knowledge of human and animal anatomy to ensure that models achieve a high level of functionality and design aesthetics.
The ideal candidate will have an advanced understanding of ZBrush, Photoshop, Maya/Max/Modo or the equivalent, as well a love for low-poly modelling. This artist possesses expert drawing, sculpting, and conceptualization skills, and has the ability to adapt to established styles.
Also vital is an understanding of clean edge flow and the best practices for modeling for animation performance. In addition, strong texture painting skills in both stylized and photorealistic styles are key for this position. The ability to solve visual problems by filling in the gaps between concept art and modeling is also imperative. The ideal candidate will be team-minded, and communicate regularly with other artists to stay on the same page about visual consistency, as well as staying up to date with the most efficient pipeline. You will also contact the right people on the team for problem solving, gathering of information, and be efficient and self-driven. Character artists use Unity as part of their daily work and experience with that engine is key.
Duties also include checking character assets in the game to identify scale and design issues, as well as actively participating in technical and artistic problem-solving with other members of the team. Your work will see you collaborating closely with animators and riggers to ensure models deform correctly and are functional. Experience with a 3d paint program (i.e. Mari) is also valuable, as well as having an understanding of source control with Perforce or the equivalent.
We value passionate and dedicated artists who have a willingness to receive direction, work closely with a team, and meet deadlines under tight schedules.
Hinterland is a partially-virtual studio, although we prefer our character artists to be able to work on-site in our Vancouver studio location. We do offer a flexible working environment for our on-site team members and we support our partially-distributed model with regular face-to-face team meetings. Candidates who are legally permitted to work in Canada are preferred, but our first priority is hiring the best people we can find, and we are willing to provide relocation and visa support for the right candidate. We are a small team and intend to stay that way, so everyone we hire needs to be exceptional.
If you think this position sounds interesting and you meet the qualifications, we invite you to send your resume and cover letter to: email@example.com
Hinterland is an equal-opportunity employer. The studio is comprised of a multi-national, multi-ethnic team. We value a diversity of backgrounds. We also value veteran experience and a strong work ethic that supports the studio’s culture and values. Our work ethic and production methodology is built around a “Getting Shit Done” paradigm. We embrace a flexible working environment that affords our team members the opportunity to enjoy family time and exercise self-care. We balance this out with very high expectations about the quality of output from everyone on the team. We offer a variety of perks, but do not believe perks are the same thing as culture.
(Also, everyone who joins our team gets a pair of slippers. They are nice slippers.)