Lead Level Artist - Remote
Santé et sciences de la vieDescription
Lead Level Artist - Remote
- Full-time
- Project: Florence
- Department: Art
- Location: CA, Montreal (Remote/Hybrid)
- Company Description
People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe.
Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand on our expertise and push the boundaries of what’s possible in game development.
Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft; Project Echo for KRAFTON; and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects.
With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.
If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere.
Main goal of the role
To manage, oversee and represent team needs supported by established pipeline execution and hands-on personal work on levels, content and documentation to effectively produce playable levels based on Art directors vision, Level design and storytelling needs with respecting production constraints and performance benchmarks.
Leadership
- Lead a team and foster an engaging atmosphere within their team to achieve best possible result for the project and personal growth of team members.
Maintain artistic direction and quality
- Creating world geometry and composition for levels in Unreal Engine.
- Maintain technical consistency of all environment art within scope and following established pipeline.
- Ensure that all created assets efficiently satisfy all technical engine and design requirements.
- Define, maintain and communicate environment art quality standards and completion criteria for environment deliverables.
- Translate the Art Director's vision into clear artistic direction for the team and ensure its consistent execution.
Production/Deadline
- Produce work within specifications and maintain workflow pipelines within given deadlines.
- Work closely with the production team on tasks assignment and schedule to meet deadlines, also ensuring healthy work-life balance by setting clear expectations and scope of work.
- Supervision of bug fixing and describing R&D case studies in knowledge base.
- Risk identification and communication at possibly early stage and propose solutions to manage risk along project needs.
Feedback
- Provide day-to-day feedback to maintain desired quality and team growth.
- Working with the team to find solutions and creatively solve problems.
Collaboration/communication
- Knowledge sharing and mentoring peers.
- Collaborate with Tech Art and foster R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
- Collaborates and communicates effectively across departments with other Leads, Directors, and project stakeholders to ensure efficiency and minimize miscommunication.
- Conduct consistent performance and compensation reviews of staff members.
- Conduct recruitment projects with HR collaboration.
- Conduct onboarding to new hires.
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