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Mostly known for the creation of The Witcher franchise.

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Presentation on theme: "Mostly known for the creation of The Witcher franchise."— Presentation transcript:

1 Polish game company founded in 1994 Marcin Iwiński and Michał Kiciński.
Mostly known for the creation of The Witcher franchise. Character Artist skills and Experience: Solid experience as a Character Artist. Proven success in creating outstanding characters in AAA game. Strong modelling and texturing skills in a diverse visual range of characters and creatures. Strong understanding of human form and anatomy. Software: Zbrush, Maya, Photoshop, Substance Painter (or similar programs). Excellent communication skills and ability to work efficiently within a team. Ability to easily communicate in English. Traditional sculpture, drawing or painting skills are a plus. Skinning rigging and animating skills are a plus World Design Daily Responsibilities Designing and planning Open World content for the game. Planning assets required for creating Open World content. Implementing open world elements in the game engine. Keeping high quality of Open World content in game. Cooperating with other departments. Creating design documentation for the project. Experience working on AAA games as a Quest, Mission or Open World Designer. Extensive knowledge of open world games. Experience with game editors and game design tools. Proven exceptional narrative skills. Competence in visual scripting and basic scripting skills. Well ­developed communications skills. Fluent verbal and written English Ability to work within a specified set of guidelines. Creativity and ability to bring your ideas to life. Positive attitude and teamwork spirit. Passion for games

2 Art Environment Artists design, build and texture the world the game takes place in. Character Artists design and create the people and creatures to populate that world. Our artists need the technical knowledge to get the most from our engine and the software we use - but first and foremost they need both creativity and artistic ability. We prefer artists to have a level of artistic training so they come to us not with just “a good eye”, but the artistic education to back that up. There’s no one-route in however. We have a very diverse skillset and background in our art team: illustrators, sculptors, architects, painters, product designers, and those who are self-taught. The most important thing is always artistic ability and a passion for creating Audio At its simplest, videogame audio involves creating raw assets (music, dialogue and sound-effects), breaking these up in such a way that they can be recombined in an infinite variety of combinations, to suit the interactive nature of a videogame, and then integrating them into the game itself, so they reflect the on-screen action, and drive the emotion or story. There are a huge number of specialist roles, but the bulk fall into two classes: sound designer and audio programmer. A sound designer is responsible for creating the assets themselves. This may involve recording real-world sounds, finding appropriate library material and modifying it for a specific use, chopping up those assets into tiny parts that can later be put back together in a huge variety of ways or mastering a wide range of these sounds to have a consistent sound and feel. Outside of sound effects, sound designers may also be involved in recording and mastering dialogue, and writing, recording or mastering music. The audio programmer’s role is to play back all these assets at the appropriate time, based on what is happening in the game, and to ensure the sound designers are given as much control as possible over how their assets sound in-game. They typically work closely with both sound designers and other programmers, to bridge the gap between the simplified world the game is creating, and the sounds we want it to make. Designing Sound - an excellent resource coving all forms of audio design, and not neglecting game audio – of interest to audio programmers as much as sound designers. Regularly features interviews and case studies with game audio teams, giving a fairly representative view of game audio development.

3 Level Design Requirements: Excellent sense of 3D game space, storytelling and pacing Experience designing, building, and populating game levels Experience scripting or programming complex interactivity/gameplay Excellent communication skill and experience with collaborative documentation tools Experience with modular kits or procedural layout systems a plus Creative and dialogue writing a plus Experience with The Creation Kit and Papyrus a plus ( General mod, indie, or hobbyist projects a plus Experience playing previous BGS games Game industry experience required Experience with cows, preferably male, milking required, of the penis. UI Design Requirements Demonstrable experience designing and implementing functional and elegant user interfaces from concept to completion Ability to plan out and design original game interfaces and associated features Portfolio showing strong graphic design sensibilities Demonstrate an ability to contribute innovative ideas towards all aspects of game UI and user experience Strong work ethic, initiative, critical thinking skills and ability to anticipate problems UI design experience with published products, shipped games Experience with motion graphics a plus Experience programming or scripting in languages such as Lua a plus

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