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Multiple Positions (Material Artist, 2D Artist, Level Artist) - Sperasoft - Warsaw, Poland

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Justo polycounter

All job positions offer hybrid assistance perks, meaning you can WFH for 2-3 days per week from the beginning! If you want to fully WFH, usually that can be achieved after trust is built between employer and employee.

If you're interested, I highly encourage you to send me a message here in Polycount :)  I'd be happy to get in contact with you to talk whether you'd be a good fit to the team, and send your stuff directly to our HR director. I look at all the PMs sent to me - if I do not reply, please be patient, and do NOT send multiple messages.

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Material Artist, Warsaw

Responsibilities:

-Produce outstanding materials using Substance Designer, Substance Painter, ZBrush or DCC of your choice.  
-Work with the Lead and Art Director to ensure that materials match Art Direction, style, setting and target quality 
-Work closely with Level Artists to make materials that will be convenient for them to use.  
-Maintain integrity and uniformity of material library. 
-Setup materials in the engine and ensure they work correct and blend properly. 
-Be independent, do research and implement the latest industry trends and techniques. 
-Picking the right software for the job without focusing on Substance Designer specifically.  

Experience and Qualifications:

-Deep & highly proficient knowledge of Substance Designer   
-Knowledge of PBR and physically based material standards   
-High proficiency with Maya or similar   
-Experience with Megascans 
-Strong communication and mentoring skills   
-Autonomy and independence  
-Good eye for appropriate stylization and detail   
-Able to produce materials in a wide variety of styles and themes   
-At least one shipped title within the industry   
-Knowledge of material optimization for real time engines   
-Experience in creating textures for complex semi-procedural shaders  
-Knowledge about material blending systems  
-English level: intermediate 

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2D Artist (Environment), Warsaw

Responsibilities:

-Create environment assets matching project and studio standards 
-Work with Lead Artists to ensure timely completion of game assets 
-Communicate regularly with the Lead Artist regarding the status of current tasks 
-Obtain Lead Artists guidance and approval as required to advance tasks 
-Continue to refine artistic abilities and learn new software packages and / or in-house tools 

Requirements:

-Advanced knowledge of lighting, coloring, perspective and composition 
-Advanced knowledge of Photoshop as well as 3D tools (Blender) and pipeline
-Ability to concept with a high degree of ideation utilizing techniques that enhance speed and revision work 
-Advanced knowledge of sketching/ illustration/speedpainting, and ability to concept environments 
-Ability to adapt artwork based on constructive feedback 
-Self-motivation, good communication skills, and a great team-player attitude 


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Level Artist, Warsaw

Responsibilities:

-Become familiar with game design documents to know the environments, objects, atmospheres, story, and style to build levels 
-Follow references, concepts, and art direction, while also having the initiative to take the work further independently 
-Participate in the search of precise graphic references that are specific to assets marked for production 
-Become familiar with tool installation methods and their settings, the project’s file nomenclature system, and the data updating processes in the engine, and follow all the instructions 
-Create documents that list and present the graphical content of the levels (objects, environments, atmosphere, lighting, styles, etc.) 
-Act as a production and artistic support for Lead Level Artist 
-Help estimate, after assessing level content with the PM and Lead – modelling, the working time and plan tasks per priority and per level 
-Establish modelling and texture needs, place the order with the map 3d artists, and follow up on the progress and quality of the work with the PM and External Art Manager 
-Integrate produced objects and textures into the level 
-Create architectural elements for the level when needed and implement them 
-Optimize maps, for example, adjusting the size of the pieces according to gameplay situations, after assessment with the level designer 
-Participate in setting the properties of each of the objects in map (e.g.: movement, collision, lighting effects, SFX, sound, etc.) 
-Oversee the debug process for all levels 
-Verify the quality of the maps once they are imported into the game and make any necessary improvements 

Requirements:

-Knowledge of PBR and physically based material standards 
-Understanding of the basic composition of architecture and nature 
-Knowledge of material optimization for real-time engines 
-Knowledge of level optimization for real time engines 
-Advanced modeling skills 
-Knowledge of material blending systems 
-Proficient in Maya/ Zbrush / Substance Designer / Unreal engine 
-Good eye for appropriate stylization and detail 
-Shipped titles in similar role 
-Excellent communication, interpersonal, and organizational skills 
 

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Our Benefits:

-Working with an international team of world-class professionals on exciting and challenging projects 
-Learning & Development opportunities – mentoring, lectures, participation at industry conferences and events 
-Medical Care package  
-Sensibly flexible working hours  
-Breakfasts, snacks and fruits available during the day, tea and coffee machines  
-Friendly team and a family-like environment  
-Additional benefits – care bonus to cover health, educational and safety needs, MyCafeteria - including Multisport and more, corporate parties and team buildings and many more others 


Best wishes to everyone applying, and I'd be super happy to go through your portfolio if you're interested  :)
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