Lead Technical Artist
1 week ago
Lead Technical Artist - Remote
- Full-time
- Project: Maverick
- Department: Art
- Location: CA, Montreal (Remote/Hybrid)
**Company Description**:
**APERÇU DE L’ENTREPRISE**
People Can Fly, un des principaux studios indépendants de développement de jeux AAA, est composé d’une équipe internationale de centaines de personnes talentueuses travaillant depuis des bureaux situés en Pologne, au Royaume-Uni, aux États-Unis et au Canada, mais aussi de partout dans le monde grâce à nos programmes de télétravail.
Fondée en 2002, PCF a marqué le genre des jeux de tir avec des titres comme Painkiller, Bulletstorm, Gears of War: Judgment et Outriders. Nous sommes l’un des studios Unreal Engine les plus expérimentés de l’industrie et nous renforçons nos capacités au moyen de solutions internes, à savoir l’infrastructure PCF Framework.
Nos équipes de création travaillent actuellement sur plusieurs titres passionnants : Gemini est notre nouveau projet mené en collaboration avec Square Enix; Maverick est un jeu AAA développé en collaboration avec Microsoft; Bifrost, Victoria et Dagger sont des projets que nous réalisons selon un modèle d’auto-édition. Nous avons également un projet en phase de conception : Red; ainsi que deux projets en technologie de réalité virtuelle : Green Hell VR et Bulletstorm VR, qui est une captivante version en RV de notre jeu de tir culte.
Forte de plus de 20 ans d’expérience, PCF se lance à la découverte de nouveaux horizons. Nous avons pour but de combiner notre expertise avec la créativité des meilleurs visionnaires de l’industrie afin de travailler collectivement à la nouvelle génération de jeux d’action destinés à la communauté mondiale de joueurs.
Si vous choisissez d’entreprendre cette aventure avec nous, vous aurez l’occasion de perfectionner votre art et d’approfondir vos connaissances, en travaillant aux côtés de chefs de file de l’industrie pour offrir une expérience unique et toute nouvelle aux joueurs du monde entier.
Le **Projet Maverick** est un jeu AAA non encore annoncé développé avec Microsoft. Le développement du jeu est effectué par nos équipes européenne et nord-américaine.
People Can Fly is one of the leading independent AAA games development studios with an international team of hundreds of talented individuals working from offices located in Poland, UK, US, and Canada, and from all over the world thanks to our remote work programs.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.
Our creative teams are currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase - Red; as well as two projects in VR technology - Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.
With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.
If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new unique experience to the players worldwide.
**_ Project Maverick_**_ is a yet unannounced AAA game developed with Microsoft. The game development involves our European and North American teams._
Artiste technique principal(e) - Montréal
- Projet : Non dévoilé
- Service : Art
- Lieu : Télétravail
Mettre en place le pipeline et les outils techniques requis ainsi que maintenir les normes de qualité nécessaires pour fournir la plus haute qualité d’éléments créés par l’équipe d’artistes techniques et s’assurer qu’ils correspondent à la vision du directeur ou de la directrice artistique. Maintenir et développer le flux de travail en collaboration avec les programmeurs. Gérer les membres de l’équipe d’artistes techniques pour obtenir les meilleurs résultats possibles pour le projet et pour favoriser la croissance personnelle des membres de l’équipe. Avoir une vue d’ensemble de tous les flux de travail et pipelines et superviser toutes les améliorations.
- Fournir des conseils, des directives et les meilleurs principes d’ingénierie pour assurer des résultats de qualité et des pratiques de travail efficaces.
- Mentorer, gérer et diriger le service d’artistes techniques.
- Fournir une rétroaction au quotidien et résoudre les problèmes de manière créative.
- Travailler avec l’équipe de product
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