[ame="
http://www.youtube.com/watch?v=ajz5Poh_giI&feature=BFa&list=UUGpr8LIrdwrEak3GuZLQPwg"]RuneScape Cinematic Trailer - YouTube[/ame]
We are looking for experienced character and environment artists to help bring Runescape into the new age. We are looking for artists with excellent hand painted texturing skills as well as a good working knowledge of UVW unwrapping and low polygon modelling. The full job descriptions can be found below.
Looking for:
1 * Art Director
1 * Senior Environment Artist
1 * Character Artist
Art Director
Key Duties Include:
* Responsible for overall quality and delivery of all graphical assets for a world-leading MMO
* Work alongside the Art Manager to schedule teams, either on site or outsourced, ensuring all assets are delivered to agreed schedules, requirements and quality standards
* Provide quality control and feedback to teams both on site and outsourced
* Working with our technologies and engine teams to continually improve the overall graphical benchmark
* Ensure all tools provided for the team both on site and outsourced are fit for use by creating requirements and providing feedback
* Manage relationships with key stakeholders and teams across the business
* Continually develop creative leads within the team to ensure career progression and succession planning
* Deliver any other projects as delegated by the Vice President
* Promotes company values and continually seeks to support and optimise policies and procedures
Essential Requirements:
*Proven track record of creating and supervising the artistic vision for MMORPG titles, including: modelling, texturing, animation, lighting and UI
* Solid experience in creation of characters / environments / artistic media and management of artistic teams
* Strong leadership skills with an inspirational, lead by example approach
* Excellent written and verbal communication skills with proven ability to communicate enthusiastically, clearly and concisely to groups and individuals
* Proven experience of project management in a similar field
* Good time management skills with demonstrable experience of handling multiple responsibilities concurrently, whilst working under deadline pressures
* High level of attention to detail, strong analytical skills and problem solving ability
Senior Environment Artist
Key Duties Include:
* Produce high quality, optimised models which adhere to established styles and concept art
* To take direction and work with the Lead Modeller to maintain game style and quality
* Able to take ownership and be a key contributor as part of a large or small group
* Self-motivated, humble, excellent communications skills, and a great team-player
* Keep up to date with developments to our in-house tools and relevant engine issues / limitations
* Taking charge of smaller projects, working closely with the Art Manager and Lead Artist to ensure that projects are delivered within the agreed time budgets
* Mentor junior and standard artists, providing constructive feedback when necessary and aiding to help discover and teach new workflow methods
Essential Requirements:
* Excellent understanding of fundamental principles of low poly modelling
* Superior eye for light, shade, colour, and detail
* Highly experienced in UVW unwrapping and texture painting
* An exceptional understanding of form, shape, structure, and silhouette in regards to modelling
* Good understanding of level design
* Ability to consider technical and gameplay aspects as well as the aesthetics
* Proven commercial experience modelling environments using 3D Studio Max (or equivalent 3D package) and Adobe Photoshop
Desirable Requirements:
* High level of interest in MMORPGs or Online Gaming
* Working knowledge of the gaming industry
* Demonstrable experience of modelling within a games company or a modding project
* Relevant Art Degree or a strong foundation in traditional arts
* Experience in Mudbox would be a bonus
Character Artist
Key Duties Include:
* Produce high quality, optimised models which adhere to established styles and concept art
* To take direction and work with the Lead and Senior Modellers to maintain game style and quality
* Able to take ownership and be a key contributor as part of a large or small group
* Self-motivated, humble, excellent communications skills, and a great team-player
* Keep up to date with developments to our in-house tools and relevant engine issues / limitations
Essential Requirements:
* Excellent understanding of fundamental principles of low poly modelling
* Superior eye for light, shade, colour, and detail
* Highly experienced in UVW unwrapping and texture painting
* An exceptional understanding of form, shape, structure, and silhouette in regards to modelling
* Good understanding of anatomy and gesture
* Ability to consider technical and gameplay aspects as well as the aesthetics
* Proven commercial experience modelling environments using 3D Studio Max (or equivalent 3D package) and Adobe Photoshop
Desirable Requirements:
* High level of interest in MMORPGs or Online Gaming
* Working knowledge of the gaming industry
* Demonstrable experience of modelling within a games company or a modding project
* Relevant Art Degree or a strong foundation in traditional arts
* Experience in Mudbox would be a bonus
For the art director role, please visit:
http://www.jagex.com/careers/jobs/
For all character artist roles please send your CV, completed art test and a link to your porfolio to the following address:
sara.mcnaught@jagex.com or
http://www.jagex.com/careers/jobs/
For all environment artist roles please send both your CV and a link to your porfolio to the following address:
john.chalkley@jagex.com or
http://www.jagex.com/careers/jobs/Unfortunately, we are unable to offer international visas for this position.
Replies
screen shots are looking great so far guys
Just a reminder: we are unable to offer international visas for this position.
RuneScape Character Art Test
Deliverables for the art test
Dagger (Concept provided) modeled in the program of your choice.
Polycount: 250 triangles.
Texture size: 128*128
Gnome Head (Concept provided) modeled in the program of your choice.
Polycount: 500 triangles.
Texture size: 128*128.
Content to submit
Gnome Head:
1. An image containing front, side, back and perspective shots of your head with a simple lighting set up.
2. An image containing front, side, back and perspective shots of your head with no lighting set up (self-illuminated model).
3. An image containing front, side, back and perspective shots of your head, showing the wireframe model.
4. An image showing both your diffuse and specular texture maps (if you choose to use an alpha map then please provide this on the same image too).
Dagger:
1. An image containing a perspective shot of your model with lighting, without lighting and wireframe versions.
2. An image showing both your diffuse and specular texture maps (if you choose to use an alpha map then please provide this on the same image too).
Important Notes
For your texture maps, please use only Diffuse and Specular maps (Alpha maps are optional). We do not require Normal maps or sculpted assets.
Use of smoothing groups are optional.
This test has a particular emphasis on texture painting ability/UVW unwrapping skills.
Please take viewport screenshots of your models from your chosen software or via a model viewer (e.g. Marmoset Toolbag). Please do not provide complex render shots.
Thanks for posting the Art test live!
At the moment there is no art test for the environment positions. You can send your application directly to us via the options highlighted in the first post.
There is no harm in sending us an email with your CV and portfolio. We may consider you later on for a position should the opportunity arise.
No due date at the moment, but preferably as soon as possible.
Please note that whilst we are looking for a Senior Environment Artist, we may be considering Regular Environment artists for Runescape/other teams:
RuneScape Environment Art Test
Deliverables for the art test
Deposit Box (Concept provided) modeled in the program of your choice.
Polycount: 350 triangles.
Texture size: 256*256
Tomb wall kit A or B (Concept provided) modeled in the program of your choice.
Polycount: 350 triangles.
Texture size: 128*128
Content to submit
Deposit Box:
1. An image containing front, side, back and perspective shots of your model with a simple lighting set up.
2. An image containing front, side, back and perspective shots of your model with no lighting set up (self-illuminated model).
3. An image containing front, side, back and perspective shots of your model, showing the wireframe.
4. An image showing both your diffuse and specular texture maps (if you choose to use an alpha map then please provide this on the same image too).
Tomb wall kit A or B:
1. An image containing front, side, back and perspective shots of your model with a simple lighting set up.
2. An image containing front, side, back and perspective shots of your model with no lighting set up (self-illuminated model).
3. An image containing front, side, back and perspective shots of your model, showing the wireframe.
4. An image showing both your diffuse and specular texture maps (if you choose to use an alpha map then please provide this on the same image too).
Important Notes
For your texture maps, please use only Diffuse and Specular maps (Alpha maps are optional). We do not require Normal maps or sculpted assets.
Use of smoothing groups are optional.
This test has a particular emphasis on texture painting ability/UVW unwrapping skills.
Please take viewport screenshots of your models from your chosen software or via a model viewer (e.g. Marmoset Toolbag). Please do not provide complex render shots.
http://i.imgur.com/CFkvn.png