What does it take to be a Sr. VFX Artist on our team?
Max: A strong passion to raise the bar of our FX up a new level. We need someone that not only loves FX in games in general, but has the ability to analyze the movement of what you see, and transfer that into games. A drive to push the looks of character based effects, with a great attitude towards hard problems and to look at them with a challenge instead of anguish. Of course, if you've worked in the games industry that’s a plus for me because the ramp up time will be shorter. However, we're not concerned with the number of games you've worked on, if you've got the right talent and technical skillset, no matter the length of your experience, we want to meet you.
Florian: The power of the PlayStation has increased substantially across the generations of hardware. In the past we could only define behavior per particle, but we can now dramatically enhance the fidelity of our visuals and define motion on a per pixel level. The industry is moving to physically based rendering work flows, allowing us to check the accuracy of our results against reality, and then bend the rules a bit to get what we want. I would expect a Sr. VFX Artist to not only understand these industry norms, but be forward looking and improve on the status quo. A combination of a desire to apply lessons learned throughout the industry, and a thirst for knowledge is what’s needed to create new special FX that we haven't seen before.
Technical tools wise, what would you highlight as a focus for this position?
Florian: More important than knowing specific programs is understanding what the high level concepts are. For example, do you know what a signed distance field is, how it works, how its quality changes with respect to resolution, what kind of problems is it well suited for solving, etc. It doesn’t matter if your preferred tool is Houdini, Maya, Real Flow, Fume FX, or an in-house proprietary tool, as we're not beholden to any specific tool to achieve the goal, but we must adapt and evolve to get the best quality -however possible. Also, being able to write shaders is a big plus, even if it’s only to prototype ideas.