Added by on 2017-09-01

Cloud Imperium Game Recruiting Senior Sound Designer, Lead Sound Designer, 3D Vehicle Artist & Environment Artist

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Senior Sound Designer

Description

Cloud Imperium Games is looking to add an experienced Senior Sound Designer to the CIG Audio team, based at Foundry 42 Ltd in Wilmslow, UK.

This is not a junior position.

The ideal applicant will have strong technical knowledge of Wwise middleware, and will have shipped at least one title, ideally more; the successful applicant will be expected to be able to adjust to different development tools as we’re developing a lot of our own tech. This project is very technical in its nature and as such you’ll be expected to drive progress of systems and tools and pick up our toolset (based on Amazon Lumberyard) quickly.
As a Senior Sound Designer, as well as the usual prerequisites of producing world class sound content and setting a high audio standard internally, you’ll also have some responsibility for mentoring and training juniors, and for defining and communicating how best to do what we do in CIG Audio. We are pushing for a high quality bar and you should have an idea of how to push it higher! The sound of Star Citizen is being forged by a centralised core audio team where all members are encouraged to explore concepts and present ideas to their team mates.
As well as sound design and some organisational aspects to this role, music editing and compositional skills would be extremely desirable. Experience liaising with external composers, and in-depth knowledge of the Wwise interactive music system, would be most advantageous.
In depth experience of working on FPS titles will prove useful, and a love of space/science fiction always helps!

Please apply with a demo-reel/portfolio.

Responsibilities:

* Have a genuine passion for games (yes, even after years within the industry!) and be invested in the latest developments within game sound
* World class sound effect design and implementation. We may have a lot of memory and CPU to play with but you’ll still want to spend them wisely
* Oversight of music implementation, liaison with external composers, occasional music composition where required
* Act as primary audio point person, liaising with game designers about their audio needs
* Specify and design audio tools for our audio programming team. If you can talk their language(s), so much the better
* Responsive to feedback from peers on the team. We should be able to criticise each other’s work
* Innovative and adaptable; able to drive new audio features and develop methodologies for continuous improvement across the department
* Collaborate on design approaches to the sound of the game, actively looking to assist others with your experience and knowledge
* Should also be able to work independently, take ownership of aspects of the sound and achieve great results
* Keen to collaborate closely with members of the wider team making Star Citizen and Squadron 42 a brilliant experience
* Liaising with world class outsource resources – we get the best to help us, and you need to be able to talk with them to get what material we need
* Some music and dialogue implementation may be required – it’s all sound after all
* International travel may be required as part of the role

Requirements:

* Solid experience of at least one (preferably multiple) Digital Audio Workstations & various plug-ins (we’re Reaper fans here but you can use what you’re most comfortable with, if you’re capable of producing world class assets in a particular DAW)
* A working knowledge of common audio middleware and/or proprietary tech. Lumberyard / CryEngine is a real plus point here, also Wwise
* Cubase experience, or similar musical package for your compositional exploits
* Ability to edit music to picture/cutscenes and a high level of skill working with interactive music systems within Wwise
* Plenty of general experience using game engines to implement and work with sound. If you’ve used another engine and it does stuff better, we’ll look to replicate it, if it improves things
* A game audio mind-set. E.g. you like to granulate loops and re-sequence that stuff. You wouldn’t be seen dead looping a 30 second wav in a game anymore
* PD, Max/MSP, Python, XML, C++ or C# would be a plus, though we’d hope you wouldn’t need to, it all helps. Some visual programming wouldn’t go amiss either, e.g. Kismet, Flowgraph, Frostbite
* A great show reel of relevant audio work for games
* Great communication skills, both text and verbal

Apply here:- recruitment@cloudimperiumgames.com
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Lead Sound Designer

Description

Cloud Imperium Games is looking to add an experienced Lead Sound Designer to the CIG Audio team, based at Foundry 42 Ltd in Wilmslow, UK. This is strictly an in-house lead role, requiring previous senior duties and at least five years’ industry experience.
The ideal applicant will have high levels of ability in organisation, communication and critical reasoning. Experience of working closely with video game production is highly beneficial, as you’ll be expected to help prioritise tasks across the team and assist the Audio Director with managing workloads; to help make decisions that best serve the needs of the game from an audio perspective.

The successful candidate will be expected to have a high level of competence in creative and technical game sound design, ideally having worked in different middleware environments; and be able to communicate comfortably with the audio team across all sub-disciplines of sound design, dialogue and music. Experience working with marketing departments on sound for promotional material, preparing budgets and lining up resources, and engaging the likes of external composers/post-production houses, would be looked upon favourably.
This role will require some management and evaluation across the board, with the candidate having responsibility for evaluating and acquiring tools, booking selected outsourcers, co-ordinating with accounts, the IT department, etc. – engaging with the audio team to enable those you’re working alongside to perform at their peak.
As Star Citizen is very technical in nature you’ll be expected to understand and collaborate with other sound designers and audio programmers in driving progression in technical areas, and be comfortable in setting technical guidelines and communicating these internally. Knowing how sound design is carried out in-depth will prove valuable and you will probably have to get your hands dirty with sound design as and when required.

We are a studio based around a combination of Wwise and a modified version of Lumberyard. High levels of experience (ideally having shipped a title) in at least one of these will prove invaluable.
You should be looking at ways to impart your own high standards and ear for quality to other sound designers, enabling them to produce their best work first and foremost. This role is about raising the bar for everyone on the team, working with the Audio Director closely to ensure their vision for audio for the game is carried through to the rest of the team.
The sound of Star Citizen is being forged by a centralised core audio team where all members are encouraged to explore concepts and present ideas to their team mates. This team is a flat hierarchy where responsibility is distributed and you’re expected to be able to distribute work and collaborate in a way that’s compatible with this structure.
In depth experience of working on FPS titles will prove useful, and a love of space/science fiction always helps!
Please apply with a demo-reel/portfolio and any other material you deem relevant. Note this is not a music composition role.

Responsibilities:

High level oversight of the CIG Audio team; leading by example particularly
Reviewing performance of CIG Audio team members
Liaising with outsourcers and across internal disciplines as primary audio point person, keeping channels open with e.g. game designers about their audio needs
Help specify and design audio tools/tech with our audio programming team
Provide feedback and communicate the bigger vision of the game audio’s audio direction among the wider team
Collaborate on design approaches to the sound of the game, actively looking to assist others with your experience and knowledge
Should also be able to work independently as well as collaboratively in a fluid audio team
As well as some sound design creation and implementation duties, some music and dialogue implementation may be required from time to time

Requirements:

Solid experience of at least one (preferably multiple) Digital Audio Workstations & various plug-ins (we’re Reaper fans here but you can use what you’re most comfortable with, if you’re capable of producing world class assets in a particular DAW)
A strong ability to lead, but not to dictate – we have a flat team, we look out for each other
Solid management and organisational skills – you don’t see these duties as a chore but as a necessary foundation for the team to do their best work
A working knowledge of common audio middleware and/or proprietary tech. Lumberyard / CryEngine is a real plus point here, also Wwise
Plenty of general experience using game engines to implement and work with sound. If you’ve used another engine and it does stuff better, we’ll look to replicate it, if it improves things
A game audio mind-set. g. you like to granulate loops and re-sequence that stuff. You wouldn’t be seen dead looping a 30 second wav in a game anymore
PD, Max/MSP, Python, XML, C++ or C# would be a plus, though we’d hope you wouldn’t need to, it all helps. Some visual programming wouldn’t go amiss either, e.g. Kismet, Flowgraph, Frostbite
A great show reel of relevant audio work for games
Great communication skills, both text and verbal
Skills in Excel and JIRA etc.

Apply here:- recruitment@cloudimperiumgames.com
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3D Vehicle Artist

Description

Cloud Imperium Games is the ground breaking development team behind the highly anticipated space sim Star Citizen. We continue to set higher standards of quality and push the boundaries on what is possible in a modern game engine. We are a group of talented developers in a fast-paced environment and encourage ownership and thinking on your feet. Join our team of star-performers in pushing the envelope on in game visuals.

Foundry 42 is looking for artists with experience working in hard surfaces. Our artists are responsible for working closely with designers to create ships of all shapes, setup in strike teams, you will be work together to craft these beautiful flying multiplayer levels.

The ideal candidate has a good understanding of vehicle/industrial design, our ships require a strong degree of technical knowledge both in the software we use and the function areas that need to be developed to make a fully functioning ship for the Star Citizen universe. They work well and communicate with designers and other disciplines in a collaborative team oriented development process.

Responsibilities

Working from concept models and images turn them in fully functioning and flyable works of art – the work is both exteriors and mainly interiors.
Collaborate with designers, technical artists, and partner studios to understand and implement correct file naming, and directory structure requirements within the engine’s and game’s limitations.
As part of a team, maintain the high standards of modelling, texturing, PBR material creation and manufacturer design cues to provide consistent and high quality models.
Work with technical artists and animators to deliver ‘animation’ ready solutions, landing gear, cockpits, cargo doors, ejection seats.

Requirements

Hard surface modeling experience.
Strong working knowledge of 3DS Max and Photoshop
An eye for detail while maintaining efficient model making
Experience applying and tweaking shaders.
A keen eye for Industrial Design
Excellent sense of form, mass and volume.
Passion for pushing the state of the art in asset fidelity and production techniques.
High degree of self-motivation and initiative.
International travel may be required as part of the role.

Pluses

Experience with Cry Engine.
Experience using ZBrush or Mudbox for organic shapes.
Knowledge and/or experience with PBR (physically based rendering).
Strong verbal and written communication skills.
An avid gamer.
A love of Sci-Fi
Experience in vehicle or industrial design.

Apply here:- recruitment@cloudimperiumgames.com
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Environment Artist

Description

Foundry 42 Ltd. is looking for Environment Artists with experience working in high-poly modular environments. Our artists are responsible for working closely with designers in laying out and finishing geo, props, materials, and textures.

The ideal candidate has a strong understanding of environment asset creation and modular kit-based construction methodologies. They understand all phases of environment creation from block-out through lighting. They work well and communicate with designers and other disciplines in a collaborative team oriented development process.
Sample pictures or portfolio link, which shows sample work are necessary.

Portfolio or demo reel should demonstrate:

Exceptional modeling skills. Great assets examples using custom normal workflow or high to low poly baking
Strong understanding of a PBR workflow
Examples of building realistic shader libraries
Ability to create game ready assets, that work well within the given technical limitations
Very strong texturing skills and excellent knowledge of Adobe Photoshop
Keen eye on detail and realism
A strong sense for composition, color and light
At least average drawing/painting skills

Responsibilities:

Creating game ready models of environmental objects (architectural building sets, organic’s, etc)
Working in the editor to build out levels and environments
Creating efficient UV layouts that work well within the engine/platform constrains
Creating realistic PBR shaders
Work closely with Level Lead, and Lead Environment Artist
Work closely together with the Level Design department
Work independently on asset sets and oversee level art

Requirements

Thorough knowledge of the game development process.
Previous experience creating high quality environments for AAA games.
Strong working knowledge of 3DS Max and Photoshop, as well as, experience in using editors to lay out environments.
Strong knowledge of Substance / Quixel packages
Experience creating environments using modular systems.
An Understanding of effective asset creation and optimization.
Experience applying and tweaking shaders.
A keen eye for spatial composition and building believable scenes.
Excellent sense of form, mass and volume.
Passion for pushing the state of the art in asset fidelity and production techniques.
High degree of self-motivation and initiative.
International travel may be required as part of the role.

Pluses

Experience with Cry Engine.
Hard surface modeling experience.
Experience using ZBrush or Mudbox for organic shapes.
Knowledge and/or experience with PBR
Experience with programmatic and/or parametric environment generation tools.
Strong verbal and written communication skills.
An avid gamer.
Experience in architecture, interior or industrial design.

Location: Wilmslow, Cheshire, UK

Apply here:- recruitment@cloudimperiumgames.com
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