Positions offer hybrid assistance perks, meaning it's possible to WFH for 2-3 days per week from the beginning, though the offer may vary depending on a variety of reasons. At the moment applicants currently based outside of Europe are less preferred for the position (relocation assistance is very difficult to spare right…
In this documentation, I describe in-depth the Hatched Ink Shader for Unreal Engine. I aimed this shader specifically at Concept Artists, but I can also imagine a use for it on games or anything else. If you have somehow stumbled over this documentation without knowing about the shader, you can get it here:…
Hey guy's, I'm working on my 3d portfolio, I'll be starting more threads like these in the coming time. Amongst other things I am now working on a dumpster, so far I did the dumpster base/blockout mesh, and started defining the shape of some garbage bags. A Sculpting pass for the dumpster and refinement of both the garbage…
Do you ever just start modeling with no plan at all, or do you always have refs and a plan? I always have my tablet/tablet with me and just start playing with polygons or sculpts between classes and during lunch break. I find that I come up with some interesting WIPs but finishing them is way slow because there is no…
Hi all, VecFour Digital (https://www.vecfour.digital/) is seeking a talented character artist to build out some additional clothing items and characters for our project "Hide Or Die", an asymmetrical multiplayer horror game shipping later this year. We are looking for someone who: * Understands highpoly -> lowpoly…
We are seeking a Senior Unity VFX Artist to join our dynamic team remotely. The ideal candidate is highly skilled in crafting visually stunning visual effects (VFX) and has extensive experience with Unity's High Definition Render Pipeline (HDRP). This role requires a deep understanding of VFX scalability and optimization…
Senior Software Engineer - Game Team https://jobs.lever.co/skydance/1493a018-7dca-4fe2-88a2-aec9269e0ffa At Skydance Interactive, we believe in pushing the boundaries of what is possible in interactive entertainment. Innovation in game design, technology and storytelling is the passion that drives our agile studio of…
It's great to see Tim Miller’s emotion as he unveils the project Blur Studio has been working on for the past three years - Secret Level @ Gamescom 2024. It’s clear he’s thrilled to return to his true passion—creating high-fidelity game cinematics—this might be due to dealing with the complexities and politics of…
This is the reason I said intent matter and I really have been misunderstood here. So before I go into that, I do agree with what was said in the video, I posted it so a discussion could be had around that point of reference and I have shared my perspective on what the game does well and what I felt it could do better.…
[FONT="]Technical Level Designer[/FONT] Red Storm is now hiring a Technical Level Designer for The Division. [FONT="]The Technical Level Designer takes the initiative in the Design production to create tools, processes and guidelines to assist the creation of the game. He/she optimizes the use of the engine/tools…