We are recruiting for multiple roles across multiple projects! Games vary from FPS to unannounced AAA. http://www.splashdamage.com/careers We are looking for a character artist, Senior Env Artist and technical artist. Character Artist Senior Environment Artist Technical Artist
Very sharp looking stuff. I can tell you put a lot of thought into things like clean topology and making your tools easy to use. My main question would just be what role you're looking to get into? Your portfolio seems to be split between weapon art and tech art, which, lots of indie studios could use a generalist who does…
I am the greatest environment artist ever born. My work cannot possibly be improved. That being said, what could be improved here? If it would help to know, I’ll explain some of the methodology and techniques employed here, but before I do that I’d appreciate unbiased first impressions. What would leadership tell me to fix…
Its also difficult to focus on the characters soul, if all you get to work on is the sole of its boot as part of character team in AAA. Not exactly the dark side unless you see it for where it is, but its part of the job.
OMG! I love robots! ))) RoboRecall's visuals are outstanding, best VR game I've been playing last time. This game is first solid AAA title, thanks for the work! hope, we will see multiplayer soon
Funny coincidence, one of the artists replied right after I posted this. Anyway, the concept was actually used in a AAA title. But he's fine with me recreating it. Are there rules against that? Basically redoing what a hired professional did.
Could you add me to the list please, under 'Airship Images'. We're a relatively young company, but we've just opened up a studio in England and have our first AAA next-gen game contract :)
[ QUOTE ] But everything in the world around them looks like it was made for an early xbox launch title not a 2nd gen AAA 360 title [/ QUOTE ] Well put. The characters looked great, but the environments were sorely lacking.
I had never heard of darksiders until i came on here and noticed all the competition threads... Answer to AAA success; marketing, advertising... Marketting, trailers, etc can polish any turd if done correctly...
Fantastic looking. How small the art team really is? I remember Remedy and 4A Games saying they are a very small studios with teams of 50 people. It may be small for AAA-studios but from indie's perspective that's huge.