Cloud Imperium Game Recruiting Senior Lighting Artist & Live Designer
Senior Lighting Artist
The Senior Lighting Artist will work in a cooperative, international, cross-disciplinary team environment, possessing solid artistic skills, including a thorough understanding of color theory, composition, light, and form. They should have experience with a 3D CG package, demonstrating a solid understanding of rendering, lighting, shading networks, polygonal modeling, and texture UV’s. They should also demonstrate a strong ability to utilize in-house tools to solve technical problems and improve performance as well as interacting with engineers to help develop new tools and workflows.
Involved in look-development around key surfaces and shaders to ensure lighting delivers against visual reference
Creating both the exterior and interior lighting within environments and cut scenes.
Placing and adjustment of light sources within the environment.
Tweaking of shading materials and textures to improve the perception of the lighting.
Post processing; color grading, exposure, SSAO, bloom, tone mapping curves etc.
Contributing to the development and placement of special effects related to lighting and atmosphere, such as light flares, fog, god rays and camera optics.
Prototyping the use of lighting technology to reach the visual targets defined by the art direction.
Profile existing and future levels to maximize the quality of lighting on characters and environments while staying within performance budgets.
Experience & Skills:
Experience in creating and shipping AAA quality titles as a real-time lighting artist.
Deep understanding of CG lighting technology, both real-time and software rendering.
Strong sense of lighting theory; color space, exposure, light fixtures, natural light, reflections etc.
Good understanding of cinematography and dramaturgy; the use of camera technology, scene blocking and lighting to set the mood.
Good understanding and experience with physical based lighting system
Being pro-active in the use of lighting as a powerful tool in gameplay clarity. For example; to guide the player forward, highlight objectives and enemies.
An ability to thoroughly digest the art direction and be a champion for executing it in the game.
Skilled at balancing visual quality against performance requirements.
Thorough knowledge of the game development process.
Great communication skills and an ability to work autonomously with minimal guidance.
Working knowledge of Maya, and/or other commercial 3D authoring packages.
International travel may be required as part of the role
Willing to relocate to Frankfurt am Main, Germany
Excellent English communication and written skills
Apply here:- firstname.lastname@example.org
Live Designer – FPS Specialist
Cloud Imperium is looking for a talented Designer to work on its Live product (Persistent Universe and Arena Commander/Star Marine modules) at its UK studio, Foundry 42 Ltd in Wilmslow.
The position entails work on the ever-expanding Persistent Universe experience and support and updates to existing AC/SM modules.
The Live team is responsible for all updates to the live product and the content for most demos.
The work of a Live designer can be extremely varied as the responsibilities span large parts of the game. From inception to implementation of things such as: missions, game modes, game mechanics, user experience, balancing and much more.
The Live product usually receives new technology at a first implementation stage, therefore we can help guide its development and are expected to work closely with the engineers and system designers to ensure its ease of use.
A Live designer must be vocal in ensuring the needs of the player are not overlooked and maintain a finger on the pulse of the community.
Creation of multiplayer missions and expansion as new system and mechanics come online.
Working closely with the Engineering and System Design to improve AI, gameplay, mechanics, tools, etc.
Working with Environment Art and Level Design to ensure a perfect balance between gameplay setup and visual direction.
Working with Narrative to build engaging stories for mission and locations.
Placement of locations within the solar system and on planets.
Willingness to follow and learn from the community using resources such as Reddit, Spectrum, and Twitch.
Maintaining strong relationships with other departments and projecting a professional face of the Live team.
Capacity to work to frequent deadlines.
Be the Live department’s go-to person for FPS-oriented locations.
Creation, maintenance and improvement of multiplayer game modes for the Star Marine module.
Knowledge and prior experience with multiple scripting or coding languages.
Minimum of 4 years of game industry experience.
Previous experience on a AAA multiplayer game.
Strong communicator, both oral and written.
Previous experience of level design on a AAA multiplayer FPS.
A passion for creating FPS maps.
Prior experience with the CryEngine.
A passion for story-telling.
Apply here:- email@example.com
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