Company Description Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Barcelona? Then Gameloft is the company for you! About Gameloft Leader in the development and publishing of mobile…
Description ArenaNet is looking for a character artist intern to help out our team of dedicated and passionate artists. At ArenaNet, were serious about art. Weve built an art -centric studio culture where the artist plays a vital role in game creation and presentation, and our art team is full of award-winning talent…
Blender tips, a shortcut to quick apply materials to all selected objects at once. Happy sharing and I hope this helps. #blender #b3d #cgian Watch here, https://cgian.com/2024/04/how-to-link-materials-in-blender/
(I accidentally posted this on your character artist position. I am reposting this here where it belongs.) Hello, I sent an application a little over a week ago to the jobs@vigil email address but haven't heard anything back from them. Would it be appropriate to send another application To Treston, as a more direct means,…
Hi, at the moment i´am working on my diploma thesis with the title: Analysis and practical application of real-time process - 3D character creation and implementation exemplary for a real-time application with the help of the XNA - Frameworks in C # and M3G in Java. I finished my design process and want to plan and start…
Future Games of London designs, develops and publishes games for
smartphones and tablets. Founded in 2009, FGOL has been at the forefront of mobile
development since the App Stores launched. In the company's 6 year life, our games have been downloaded 235M
times, the most notable being Hungry Shark Evolution (165M). Our…
overboard how? You are applying for a job and going to go to all this trouble to take an art test. How much is it to clarify what they expect from it before you start? You could think about the job you are applying for and make some assumptions. If it's level designer, you might lean on premade stuff. If its prop artist…
hey, sorry to revive this thread. So I was doing more expirements and learned about TD. Here I created a 100x100cm plane and applied a 1024x1024 tex resolution with 1024px per 100m on it and then i got the TD the texel density and applied it to this 400x800 wall module. The Uvs got upscaled alot and now I am stuck on how…
As a rule of thumb I always try to come out with the most important details first. Make HR's job as easy as possible. 1st paragraph is just cut to the chase. What position, why that position. This is brief, you use the next paragraphs to dive a little more. This is to grab attention and not make HR search inside long…
Next gen does not equal giant textures for everything. In a real-time rendered game, all the same old rules still apply. Use textures no larger than necessary. In a real game situation, you will almost never see a 4096 texture on a single asset. This is a portfolio piece though, so you can be a bit looser with memory…