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Frictional Games is hiring!

  • Sjonsson
  • March 1, 2017 at 10:05 AM
  • Sjonsson
    • March 1, 2017 at 10:05 AM
    • #1

    Heya! Got some friends at Frictional and they're hiring! (I'm not affiliated at all with Frictional Games, I'm just posting.) Also ignore what you heard about Sweden and Malmö in regards to Trump's ranting the last couple of weeks. I lived in Malmö for 5 years and it's great. Sure, don't walk shit-ass drunk in dark back alleys at night, but what city doesn't have that? Everything is within biking range, there's an influx of concerts and other cultural events and if the city's still 'too small' for you, you got Copenhagen a 20 minute train ride from the central station. I might be able to put in a good word for you, PM in that case. Cheers!

    FRIDAY, 16 DECEMBER 2016 Hiring: 3D Artist

    At Frictional Games we love to make stuff that stands out from the rest of the crowd. Penumbra was a unique combination of horror, physics and adventure gaming. With Amnesiawe redefined what horror games can be and helped to kickstart the Let’s Play phenomenon. In SOMA we explored deep subjects in new, unsettling ways. We aim to continue this trend and we’re now looking for a 3D Artist to join our ranks. This is a full-time employment, working from home or from our soon-to-be-established hub-office in Malmö. Applicants must be living in Europe and be prepared to move to Sweden in a near future (if you are not already here). [Blocked Image: https://3.bp.blogspot.com/-6Ot0xzdO4kY/WFP0Gxk6nNI/AAAAAAAAAHM/i62DmfnkS-wbEChpyYSE6oVCNUkb7qa-wCEw/s400/jEx3SLA.png] Working closely with our Gameplay Programmers / Designers and putting your modelling, texturing and prop-making skills to use, your main responsibility will be to create breathtaking gameplay environments and player experiences for our upcoming games. Here is a rundown of some of a few more specific tasks:

    • Make the basic models that make up our levels (walls, floor, etc).Work with designers to design the layout of our levels. Both from a gameplay and artistic perspective.
    • Build whole levels from whitebox to the finished polished product.
    • Model props of various complexity, both with and without the use of previously drawn concept art, often having to take certain gameplay aspects into account.
    • Construct particle systems, both by drawing textures and setting up parameters in our editor.
    • Recreate various effects such as flowing water, fires, etc. by making best use of the tools at your disposal.
    • Collaborate with designers/scripters and come up with the best player experience possible for a particular scene.

    Full application post here.

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