Playstation 4 spilet Infamous: Second Son var ganske underholdende, men hovedfokus nu her et år efter har primært været på hvor godt det så ud.
Det var et af de første spil der for alvor udnyttede konsollens potentiale, men spillets udvikler, Sucker Punch, mener at det kan gøres meget bedre med deres næste spil
Pt. leder de efter nye talenter og stillingsopslaget kan da heller ikke klandres for at være uambitiøst:
Sucker Punch's physically-based rendering engine to create even more compelling and believable characters.
We're proud of the work we did on inFAMOUS Second Son, which helped show what the new generation of hardware was capable of. But we've got big ambitions, we're not satisfied, and we know there are people like you out there who can push us even further.
Responsibilities
Define the direction for textures and shading on our upcoming title. Using your strong sense of surface and texture-organics, textiles, metal, leather-work with the rest of our rendering team to create jaw-dropping character visuals and have a huge impact on how real our characters look.
Create comprehensive map sets for our physically-based rendering engine, combining photo source with traditional hand painting techniques.
Collaborate with other art departments at Sucker Punch to define and optimize reusable texture properties for use in tools like Substance and Mari.
Develop innovative ways for us to effectively and efficiently create character visuals on a small, tight-knit team of artists, designers, and programmers.
Qualifications
Demo reel or portfolio to demonstrate/support excellence in the following areas.
Mastery of Photoshop and Maya
Working knowledge of Mari or Substance Painter
Please provide a breakdown of your contributions to what we see in your demo reel
Excellent grasp of physically-based lighting and shading principles.
Ability to augment or create efficient UV layouts.
Proven ability to author top-tier, real-time content
Solid communication skills. Should be able to clearly communicate technical details to technical and non-technical audiences.
Must be eligible to work in the US. All work will take place at our Seattle headquarters.
Bonus Factors
Credited work as a Shader or Rendering Tech Artist for film or TV.
Have used photographic material acquisition and HDRI creation.
Experience prototyping shaders in Unreal Engine, Unity, or CryEngine.
Proficient with Substance Designer or a similar tool.
Udover at det lover godt for næste spil, så er spørgsmålet jo naturligvis - hvor meget bedre kan grafikken til PS4 spil blive end det er nu?