Thriving independent development studio Romero Games are looking for a Principal Character Artist to join their growing team as they develop their next First Person Shooter in partnership with a major publisher!
As a true veteran and pioneer in the FPS genre, John Romero needs no further introduction, the project you’ll be working on is a high-profile AAA title, under development in Unreal Engine 5 that is set to be played and enjoyed by millions of gamers around the world, and you’ll play a key role in its development.
The team at Romero boasts an unprecedented level of FPS expertise with many of the dev team having worked together for over 10 years and in some cases as long as 20! Collectively the team have shipped over 200 titles and won many accolades along the way, forming a wealth of FPS knowledge from past projects, with all the lessons learnt along the way being poured into this new IP.
As a Principal Character Artist at Romero Games, you'll create, sculpt, model, UV, and texture AAA quality characters, creatures, and also some of the games weaponry. Additionally, you will work closely with the Creative Director and Art Director to ensure the visual target is always exceeded and stylistically consistent.
Your responsibilities…
Provide strong leadership and thoughtful direction
Help set the tone for character creation using advanced techniques and the latest tools
Actively take part in technical and aesthetic problem-solving discussions for the entire project
Coordinate with tools and technology teams to help develop necessary solutions for creating the best characters possible
Create assets that satisfy their intended design and are ready for rigging and animation
Create your character following the production schedule that is well coordinated with production
Mentor less experienced Artists by supplying creative and technical advice, guidance, and feedback
The skills and experience you'll bring to the role...
6 or more years character art experience in the games industry
2 or more shipped titles
High proficiency with the leading tools used for character creation such as 3DS Max, Maya, Z-Brush, Substance, and Marvelous Designer
Excellent high and low poly modelling skills, as well as demonstrable skill with texture and shader creation within a PBR pipeline
Solid grasp of colour theory and lighting techniques for quality presentation and the best player experience
Strong knowledge of human and animal anatomy, materials and garb
Able to rapidly master proprietary tools and development pipelines, whilst communicating creative solutions
Receptive to art direction and critiques from project leads
Strong organisational, supervisory and mentoring skills
Bonus points if you have…
Strong foundation in traditional art
Experience with Unreal Engine
A portfolio that shows a range of high-quality 3D art, with examples of modelled, textured and lit characters, and a range of hard surface and organic model
Character and prop concepting skills
Samples from earlier industry work
Perks and benefits include...
Ownership in the company, every permanent full-time employee is given a stake in Romero Games
Relocation assistance, flexible start dates, reimbursement and help finding housing
Remote and hybrid working options
Flexible working hours
25 days annual leave, plus 10 public holidays with increases after 5 and 10 years’ service
Premium health benefits, plus extended healthcare coverage
Fertility leaves for employees undergoing IVF, surrogacy, or other forms of fertility treatment
Menopausal leave for appointments or recovery days
Compassionate or bereavement leave
Parental leave and support
Professional development, world-class workshops on accessibility, diversity, design from international experts
Sabbatical, after 5 years, option to take unpaid time for personal projects with 20% of your pay covered
Team social events and activities
Monthly insider expert seminars with renowned creators such as John Carmack, Rhianna Pratchett (Tomb Raider), Warren Spector (Deus Ex), David Brevik (Diablo), Harvey Smith (Dishonored), Josh Sawyer (Pillars of Eternity), and more!
This position is open to remote work, and relocation to the studio in Galway, Ireland is also possibility.