Added by on 2016-10-07

Cloud Imperium Game Recruiting Senior Weapons/Hard Surface Artist, Associate Producer, Cloud Solutions Architect, Tools Engineer, Senior Sound Designer & FX Technical Director

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Senior Weapons/Hard Surface Artist

Description

Foundry 42 Ltd. in Frankfurt, Germany is looking for a skilled Senior Weapons/Hard Surface Artist to work with teams across multiple studios.
We’re looking for a Senior Weapons Artists with experience working in high-poly guns/missiles/turrets and related objects that go boom! You will be working closely with our concept artists and internal design team to produce highly realistic next gen weapons, taking into account style guides, but layering in core functionality that our passionate community has come to expect.

Responsibilities

• Take varying concept weapon models/images and turn them in fully functioning works of art.
• Work 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.
• Work alongside the Art Director and Lead Weapon artist to 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.

Requirements

• 4+ years professional game production experience
• Previous experience creating high quality weaponry for AAA games
• Thorough knowledge of the game development process.
• Previous experience creating high quality weapons.
• Strong working knowledge of 3DS Max and Photoshop and next gen texturing techniques
• Experience creating fully functional weapon systems
• An eye for detail while maintaining efficient model making
• Ability to derive a well-structured lowpoly model from the high poly model
• Strong understanding of efficient UV layout for lowpoly objects
• Knowledge and/or experience with PBR (physically based rendering)
• Experience applying and tweaking shaders.
• A keen eye for product and engineering design
• Excellent sense of form, mass and volume.
• Passion for pushing the state of the art in asset fidelity and production techniques.
• Passion and constant drive to stay up to date with latest technology and new techniques
• Focused, motivated and effective on all tasks through completion
• Keep a positive team-oriented attitude
• Be proactive and self-motivated, work without direct supervision
• Ability to complete tasks within given time constraints
• Excellent English communication and written skills
• Willing to relocate to Frankfurt am Main, Germany

Pluses

• Experience with Cry Engine.
• Experience using ZBrush or Mudbox for organic shapes.
• Strong verbal and written communication skills.
• An avid gamer.
• A love of Sci-Fi
• Experience in vehicle or industrial design.

Applicants

• All applicants must provide a demo reel.

Apply here:- hr@cloudimperiumgames.com
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Associate Producer

Description

Would you like to be a part of a team making video game history? The international studio Cloud Imperium Games under the direction of Chris Roberts, creator of Wing Commander, is seeking an accomplished and experienced Associate Producer to join the UK team based at Foundry 42 near Manchester.
The Associate Producer will help deliver the requirements for the cutting edge development of the record breaking crowd-funded project, space-simulation FPS MMO “Star Citizen” and the action-packed cinematic story campaign game “Squadron 42” with its star-studded cast including Mark Hamill, Gillian Anderson, John Rhys-Davies, and Mark Strong (to name just a few…).

Responsibilities:

* Serve as a driving force for “Star Citizen” and “Squadron 42”, facilitating communication, organization, and accountability across each department, and reporting to the Producer.
* Create, track and manage tasks to ensure that schedules are maintained and adjusted accordingly for all up-coming releases and deadlines.
* Compile and send out regular reports on team progress and accomplishments.
* Identify, communicate and resolve any risks that may prevent the team from completing any deadlines.
* Serve as custodian of team health, and foster a culture of success.

Requirements:

* A minimum of 2 years’ experience in video game production.
* Some experience with standard project management development tools (MS Project, JIRA. MS Office etc.)
* Very good verbal and written communication.
* Good knowledge of project management methodologies.
* Very good self-motivation and initiative.
* Ability to problem solve.
* Must be willing to work in Wilmslow, Cheshire, UK (near to Manchester) and to work with different time zones.

Pluses:

* A University degree.
* Project Management certifications such as Prince2, Agile, Scrum, and Kanban.
* Knowledge of space simulations, FPS games, and MMOs.
* Previous experience with the CryENGINE.
* Proficiency with Atlassian Confluence, Perforce and Shotgun software.

Location: Wilmslow, Cheshire, UK

Apply here:hr@cloudimperiumgames.com
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Cloud Solutions Architect

Description

We are currently seeking a versatile, hands-on Cloud Solutions Architect. The ideal candidate is a strong hands-on IT generalist, willing to assume technical leadership, and can thoroughly document 1-2 years of hands-on experience 100% dedicated to providing production-ready IT solutions using services from leading cloud service providers, such as Amazon Web Services, Google Compute Engine, OpenStack or competing technologies. The experience may have taken the form of working as a Cloud Solutions Architect, a Cloud SysOps Administrator, a DevOps Engineer, or similar job titles.
Demonstrated experience creating professional-quality automation scripts using a modern scripting language such as Ruby, Python, or Go is required, and experience with modern tools (GIT, Jenkins, Chef, Docker, etc) are a plus. Operations Experience, Coding Chops, and comfort at a Command Line Interface are a must have. A strong background in Linux Server administration is also a plus.
You will support the consolidation, modernization, and migration of a large and varied portfolio of IT apps to the cloud. You will also assist in onboarding new cloud services from development teams and supporting the creation of new “cloud-native” applications. Therefore, the ability to rapidly learn a new cloud stack while contextualizing and reusing existing cloud experience is a must.

Responsibilities:

• Architect highly scalable, available, and elastic solutions that implement industry best practices using cloud services.
• Apply standard cloud patterns and industry best practices to existing application stacks.
• Drive architectural discussions with internal customers that incorporate business requirements to select and customize cloud reference patterns. Guide the development of “cloud-native” applications.
• Study the current architecture of existing applications to assess “cloud readiness”. Deeply understand tradeoffs of core application characteristics such as: loose versus tight coupling, statefulness versus statelessness, ESBs versus message queues, API versus RPC calls, licensing models, network latency, and processor architecture.
• Design an interim cloud-suitable architecture for legacy applications to allow “lift-and-shift” migration to the cloud until they can be replaced.
• Collaborate with internal and community development to design and develop robust automated orchestration scripts and supporting documentation to reproducibly deploy stacks using orchestration/automation solutions, such as AWS Cloud Formation, OpenStack Heat, Chef or Puppet.
• Design and build virtual networking topologies, including configuring advanced network policies for complex multi-tiered applications. This includes deploying and configuring cloud services such as Load Balancers and SDN switches, both directly and via API.
• Coordinate with Linux and middleware engineers to deploy virtual machines via CLI and troubleshoot problems with instances.
• Configure alarms, triggers, and scale units for automatic scaling of cloud resources.
• Collaborate with subject matter experts in areas such as wide area networks, directory services, etc. to solve integration challenges as required.

Requirements:

• Bachelor’s degree in Computer Science, Information Technology, or another related degree.
• A minimum of 8 years of overall IT experience.
• 1-2 years of hands-on experience 100% dedicated to providing production-ready IT solutions using services from leading cloud service providers, such as Amazon Web Services, Google Compute Engine, IBM SoftLayer, or OpenStack-based clouds.
• 1-3 years of experience performing the installation, configuration, and administration of Linux Server systems in a production setting. Use of automated configuration management tools, such as Chef, Puppet, or Ansible is a plus. Experience administering Docker or other container technologies is a plus.
• 1-3 years of experience creating professional-quality automation scripts using a modern scripting language such as Ruby, Python, or Bash

Please Note: Individuals submitting resumes or otherwise responding to employment opportunities are NOT considered applicants until they apply for a particular position and have been invited to complete the company’s employment application.

Apply here:- hr@cloudimperiumgames.com
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Tools Engineer

Description

Cloud Imperium Games is looking for a Tools Engineer to work on our exciting PC space combat sim, Star Citizen!
The Tools Engineer will work in a co-operative, cross-disciplinary team environment to develop and maintain tools used by designers, artists and other developers throughout Cloud Imperium’s whole production pipeline.

Responsibilities:

•Design, create, document, maintain, and improve content development tools for all disciplines
•Work closely with artists, engineers and developers on various tools to improve the overall pipeline.
•Work to continuously improve the user experience and performance of our in house tools.

Requirements:

•Excellent C++ programming skills.
•Experience with C#.
•A strong desire to maintain and create a usable, efficient toolset for the team.
•A passion for making and playing games.
•Work well in a co-operative team environment.
•Excellent problem solving and code optimization skills.

Pluses:

•Experience with 3DS Max and/or Maya plugin development.
•Knowledge of WPF and MVVM architecture.
•Python experience.
•CryEngine development experience
•Online game and/or MMO development experience
•One or more shipped products, especially PC products
•Experience with other UI and frameworks (Qt, MFC).

Please Note: Individuals submitting resumes or otherwise responding to employment opportunities are NOT considered applicants until they apply for a particular position and have been invited to complete the company’s employment application.

Apply here:- hr@cloudimperiumgames.com
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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 CryEngine) 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.

In depth experience of working on FPS titles will definitely prove useful, and a love of space/science fiction always helps!

Please apply with a great demo-reel/portfolio.

Be aware this is an in-depth sound design position and not one for those who may feel sound design is not at the core of everything they’re about. If you feature music heavily in your application, you run the risk of being instantly disqualified.

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
* 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

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. Cryengine is a real plus point here, also Wwise, but at this stage you’ll be adaptable
* 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
* Scripting knowledge – the likes of Python, Lua, XML etc.
* PD, Max/MSP, 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

Bonus XP

* Field recording experience, esp. with firearms sessions
* Deep experience with Kyma or a similar esoteric system so you can produce elements like nobody else
* Good at communicating with other disciplines
* Good with a soldering iron, circuit bending, modular synths and outboard, etc.

Location: Wilmslow, Cheshire, UK

Application:

Please click on the link to apply

Apply here:- hr@cloudimperiumgames.com
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FX Technical Director

Description

Blur Studio is seeking freelance FX TDs who are highly experienced with 3dsMax and have worked with Fume, RealFlow, Thinking Particles and Rayfire for immediate work onsite in our Culver City studio.

Applicants should not only have a solid understanding of particles, atmospherics, dynamics and composition, but also the tenacity and creativity to solve problems efficiently under the pressure of tight deadlines. Good communication skills and the ability to work well in a team are required.

Ideal applicants will be able to show a wide variety of effects work using 3dsMax, Fume, Rayfire, Thinking Particles, and RealFlow. Strong compositing skills are a plus.

Applicants MUST be authorized to work in the U.S.

Apply here:- hr@cloudimperiumgames.com
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