
// Open Role at People can Fly Studio
*The role is open to candidates only from the game industry who are based in Europe.
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.
Maintain artistic direction and quality
Production/deadline
Feedback
Collaboration/communication
Other artistic specificity
Model and texture high poly and low poly assets.
Strong portfolio showcasing range of 3D assets
5+ years in AAA console/PC game development including 3+ year in Unreal Engine
Excellent knowledge of industry-standard software packages for 3D modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
Excellent knowledge of working in Substance Painter or similar PBR texture workflow.
Strong modeling, sculpting and texturing skills.
Artistically interpret concepts or creatively push beyond an initial ideation .
A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
Advanced knowledge of current asset art workflows and practices.
Strong understanding of hard-surface modeling, UV and texturing foundations.
Skilled at balancing art quality and performance in the game engine.
Ability to quickly learn and adapt to new styles, techniques and workflows with basic guidance.
Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
Good verbal and written communication skills in English.
Good mentoring skills.
Self-motivation.
Nice to have:
UK
Poland