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The jobs at Irrational Games

  • In my first and previous post in this game dev log entry, I had written that I wanted to do a game which was a collection of simple retro games. Unity released a new major release (2019.3) while I was putting the initial project together, and I…

  • Well, I'm making a game . I'm spending the next few weeks on making a small game to showcase the gamedev log feature on tsumea where any member can create a game entry and other members can post journal posts with art, music or just development…

  • Just a test #2. Still working on the new section.

  • So, I got a Commodore 64 when I was in the 4th grade. It came bundled with a Rolf Harris picture building program on casette tape which never loaded properly but from what I could tell by its box cover, you could build pictures from a selection…

  • Yes, the site looks very different and I've had to prematurely switch to this new theme that I'm working on for a few reasons, the main one is that changing certain aspects of the site to fit the new theme will affect how the old one looks for…

  • (this is just a test, please ignore this entry)

    Here is some of my old work.. the first pic is of a 3d model of a human head I was working on about 2 years ago in 3dsmax, using nurbs. If I had to do it again, I wouldn't model a head with…

I currently work for

Submitted by souri on

Don't tell me a billion people won't apply for those [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=660"]artist jobs[/url] at Irrational Games! Who wouldn't want to work on a Tribes game!

Submitted by Pantmonger on Thu, 12/06/03 - 8:21 PM Permalink

Even getting your folio seen with that ammount of applicants will be interesting. Well one can but try.

Pantmonger

Submitted by Brain on Thu, 12/06/03 - 10:01 PM Permalink

Mmm... my portfolio really hasn't changed since I last applied to them for the Junior Artist position, bar the amount of life drawing I've done since then, which is a good thing but I'd be needing more stuff of what they're looking for.

*sigh* Count me out on this one.

Submitted by Gaffer on Fri, 13/06/03 - 4:31 AM Permalink

whoops, i should read all the posts before adding my own comment, my "heheh" was in response to the first post, not in response to yours brain, peace.

Submitted by Malus on Fri, 13/06/03 - 7:18 AM Permalink

Mmmmmm Tribes......

Submitted by souri on Sat, 14/06/03 - 10:45 AM Permalink

Having said what I said, I hope Irrational Games do get picky with who they choose to come on board - and only get the *best* talent around. My opinion on First Person Shooters is that this genre, more than any other, is sold largely on eye candy.. If your artwork doesn't at least match the quality of the best that's around (and the bar is pretty high at the moment, check out the stuff in Half Life 2 or [url="http://www.gamespot.com/pc/action/stalkeroblivionlost/screenindex_60298…"]Stalker[/url]..), most of those FPS fans aren't going to give it a shot.

Submitted by Malus on Sat, 14/06/03 - 6:43 PM Permalink

I actually think the art pipelines getting easier now that theres things like normal maps, higher polycount etc. You can let the geometry or psuedo geometry as in normal maps do half the texturing for you.

Submitted by Blitz on Sun, 15/06/03 - 4:33 AM Permalink

Better hope they aren't as picky as MicroForte Sydney, or they won't hire anyone! :P
CYer, Blitz

Submitted by souri on Mon, 16/06/03 - 8:36 PM Permalink

quote:Originally posted by Malus

I actually think the art pipelines getting easier now that theres things like normal maps, higher polycount etc. You can let the geometry or psuedo geometry as in normal maps do half the texturing for you.

Those do make things look better, but it's still the talent of the artist behind those methods that count, I think. I've seen some level designs using normal maps that look pretty shoddy, compared to the levels in Doom 3. Higher polycounts don't necessarily mean better quality models (and I am on the opinion that with higher polycounts, bad artists are going to find it much harder to hide their shortcomings).

Submitted by Malus on Mon, 16/06/03 - 10:09 PM Permalink

quote:originaly posted by Souri.
"and I am on the opinion that with higher polycounts, bad artists are going to find it much harder to hide their shortcomings."

Totally agree man, thats a good thing in my opinion.
I've noticed some people who excelled when the limit was say 800 -1500 polys are struggling with higher counts, efficiency should still be important and I think some artists get lazy because they have lots to use.

With these new standards I'm enjoying haveing more scope to define things like muscle structure in polys not texture and i feel I'm getting better characters as these factors come into play.[:P]

And normal maps just rock. Farcry, Doom 3, Dues Ex 2 are going to kick booty.

Theirs always going to be artists who make sub standard work even when they have more to work with, check out some of the character models in Morrowind (great game btw), they where reasonably high but looked lower than what they where, if you look at the wireframes they are a mess, polys everywhere.

Anyway off topic again, back to tribes. The screenshots look pretty cool, like the phoenix heavy weapons concept.

Submitted by Doord on Fri, 20/06/03 - 10:50 PM Permalink

Things are petty cool here with Tribe (I think there was new shot of tribe come out last week) and we have a few people applying, but I don't think there has been all that many. I sit next to the lead artist I think I have seen most of them and there isn't as many as I was thinking there would be, but they are only just starting to come in.

Also I think you should read the Job page again "including Tribes: Vengeance and others" What could the "Others" mean???

Submitted by souri on Sat, 21/06/03 - 1:34 AM Permalink

quote:Originally posted by Doord


Also I think you should read the Job page again "including Tribes: Vengeance and others" What could the "Others" mean???

I don't know. Ask the Irrational Games personnel that sent me the job notice [;)] It's strange hearing that I.G's aren't inundated with resumes/portfolio's. I'd certainly be applying if I had stuff to show! I remember an article where someone from Ratbag lamented on the lack of talent here in Australia - it's pretty strange.. some studios are finding it hard to get good talent (Micro Forte), where as some places sort through hundreds of applicants (Last Gun Studios)..

Submitted by Blitz on Sat, 21/06/03 - 9:36 AM Permalink

Depends on the standard/quality of work companies are looking for, and the amount of industry experience they want people to have.
I doubt MF etc. get few applications, but they seem to have such incredibly high standards that they have trouble finding people who measure up...
I think people just aren't applying for IG jobs because canberra is such a hole :)
CYer, Blitz

Submitted by Malus on Sat, 21/06/03 - 10:35 AM Permalink

Man I'd work anywhere just to get into the industry, even .....Canberra, boo ha ha.
Anyway I not expecting to get enough free time to have to go outside when they hire me, lol. (I wish) [:P]

Nothing really wrong with Microforte expecting the best talent, as long as they try Oz first before getting people from overseas I have no problem with it.

Saying that though Ive seen a few companies (not sure about Microforte) posting criteria as bad as 5 yrs industry experience and 2+ shipped games for junior roles!
Theres only a handful of Oz companies older than 5 yrs with 2 games lol.
Ah the laughter hehe.

Submitted by Doord on Tue, 24/06/03 - 9:13 PM Permalink

Shit there was a huge number of 2D and a few 3D one come in over the week end. I don't think are that many that stand out, personally but I'm not the one hiring.

They are still coming to, makes me think how the hell did I get a job here [?][?][?].

Canberra not that bad, it's a little cold. But the night life isn't as bad as lot of poeple say. Hell if you don't have a good time, I say it has more to do with you then were you are most of the time. [:)]

Submitted by Sorceror Bob on Wed, 25/06/03 - 7:30 AM Permalink

You can all stop sending in your reels now!!

My demo reel of unsurpassable awesomeness is currently en-route to Irrational.

*future irrational employee/deluded*

Submitted by Pantmonger on Wed, 25/06/03 - 7:32 AM Permalink

Sending mine tomorrow. Round 1 fight.

Pantmonger

Submitted by Malus on Wed, 25/06/03 - 9:28 AM Permalink

contender number 3,000,000 here

Submitted by Doord on Wed, 25/06/03 - 10:21 PM Permalink

Try number 4,000,000

Submitted by Jason on Wed, 16/07/03 - 4:12 AM Permalink

So who ended up getting the jobs? Anyone?

Submitted by Malus on Wed, 16/07/03 - 4:25 AM Permalink

Well if they've already made up their mind and rung them then I guess I didn't....again [:P]
But perservence is a virtue. I'm unstopable bo ha ha.

Submitted by cutty on Thu, 09/10/03 - 10:12 AM Permalink

Anyone here go for the recent Programmer or Junior Designer positions at Irrational?

Submitted by davidcoen on Thu, 09/10/03 - 9:23 PM Permalink

@Jason, a guy i worked with (bitch monkey) got one of the 3d artist jobs i believe

Submitted by Def on Fri, 10/10/03 - 3:00 PM Permalink

I applied for Lead Programmer yesterday. [:)]

Submitted by cutty on Fri, 07/11/03 - 6:58 AM Permalink

Anyone know who got the Junior Designer position? I'm interested to know how much experience roughly even a 'Junior' position requires(?)

Posted by souri on

Don't tell me a billion people won't apply for those [url="http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=660"]artist jobs[/url] at Irrational Games! Who wouldn't want to work on a Tribes game!


Submitted by Pantmonger on Thu, 12/06/03 - 8:21 PM Permalink

Even getting your folio seen with that ammount of applicants will be interesting. Well one can but try.

Pantmonger

Submitted by Brain on Thu, 12/06/03 - 10:01 PM Permalink

Mmm... my portfolio really hasn't changed since I last applied to them for the Junior Artist position, bar the amount of life drawing I've done since then, which is a good thing but I'd be needing more stuff of what they're looking for.

*sigh* Count me out on this one.

Submitted by Gaffer on Fri, 13/06/03 - 4:31 AM Permalink

whoops, i should read all the posts before adding my own comment, my "heheh" was in response to the first post, not in response to yours brain, peace.

Submitted by Malus on Fri, 13/06/03 - 7:18 AM Permalink

Mmmmmm Tribes......

Submitted by souri on Sat, 14/06/03 - 10:45 AM Permalink

Having said what I said, I hope Irrational Games do get picky with who they choose to come on board - and only get the *best* talent around. My opinion on First Person Shooters is that this genre, more than any other, is sold largely on eye candy.. If your artwork doesn't at least match the quality of the best that's around (and the bar is pretty high at the moment, check out the stuff in Half Life 2 or [url="http://www.gamespot.com/pc/action/stalkeroblivionlost/screenindex_60298…"]Stalker[/url]..), most of those FPS fans aren't going to give it a shot.

Submitted by Malus on Sat, 14/06/03 - 6:43 PM Permalink

I actually think the art pipelines getting easier now that theres things like normal maps, higher polycount etc. You can let the geometry or psuedo geometry as in normal maps do half the texturing for you.

Submitted by Blitz on Sun, 15/06/03 - 4:33 AM Permalink

Better hope they aren't as picky as MicroForte Sydney, or they won't hire anyone! :P
CYer, Blitz

Submitted by souri on Mon, 16/06/03 - 8:36 PM Permalink

quote:Originally posted by Malus

I actually think the art pipelines getting easier now that theres things like normal maps, higher polycount etc. You can let the geometry or psuedo geometry as in normal maps do half the texturing for you.

Those do make things look better, but it's still the talent of the artist behind those methods that count, I think. I've seen some level designs using normal maps that look pretty shoddy, compared to the levels in Doom 3. Higher polycounts don't necessarily mean better quality models (and I am on the opinion that with higher polycounts, bad artists are going to find it much harder to hide their shortcomings).

Submitted by Malus on Mon, 16/06/03 - 10:09 PM Permalink

quote:originaly posted by Souri.
"and I am on the opinion that with higher polycounts, bad artists are going to find it much harder to hide their shortcomings."

Totally agree man, thats a good thing in my opinion.
I've noticed some people who excelled when the limit was say 800 -1500 polys are struggling with higher counts, efficiency should still be important and I think some artists get lazy because they have lots to use.

With these new standards I'm enjoying haveing more scope to define things like muscle structure in polys not texture and i feel I'm getting better characters as these factors come into play.[:P]

And normal maps just rock. Farcry, Doom 3, Dues Ex 2 are going to kick booty.

Theirs always going to be artists who make sub standard work even when they have more to work with, check out some of the character models in Morrowind (great game btw), they where reasonably high but looked lower than what they where, if you look at the wireframes they are a mess, polys everywhere.

Anyway off topic again, back to tribes. The screenshots look pretty cool, like the phoenix heavy weapons concept.

Submitted by Doord on Fri, 20/06/03 - 10:50 PM Permalink

Things are petty cool here with Tribe (I think there was new shot of tribe come out last week) and we have a few people applying, but I don't think there has been all that many. I sit next to the lead artist I think I have seen most of them and there isn't as many as I was thinking there would be, but they are only just starting to come in.

Also I think you should read the Job page again "including Tribes: Vengeance and others" What could the "Others" mean???

Submitted by souri on Sat, 21/06/03 - 1:34 AM Permalink

quote:Originally posted by Doord


Also I think you should read the Job page again "including Tribes: Vengeance and others" What could the "Others" mean???

I don't know. Ask the Irrational Games personnel that sent me the job notice [;)] It's strange hearing that I.G's aren't inundated with resumes/portfolio's. I'd certainly be applying if I had stuff to show! I remember an article where someone from Ratbag lamented on the lack of talent here in Australia - it's pretty strange.. some studios are finding it hard to get good talent (Micro Forte), where as some places sort through hundreds of applicants (Last Gun Studios)..

Submitted by Blitz on Sat, 21/06/03 - 9:36 AM Permalink

Depends on the standard/quality of work companies are looking for, and the amount of industry experience they want people to have.
I doubt MF etc. get few applications, but they seem to have such incredibly high standards that they have trouble finding people who measure up...
I think people just aren't applying for IG jobs because canberra is such a hole :)
CYer, Blitz

Submitted by Malus on Sat, 21/06/03 - 10:35 AM Permalink

Man I'd work anywhere just to get into the industry, even .....Canberra, boo ha ha.
Anyway I not expecting to get enough free time to have to go outside when they hire me, lol. (I wish) [:P]

Nothing really wrong with Microforte expecting the best talent, as long as they try Oz first before getting people from overseas I have no problem with it.

Saying that though Ive seen a few companies (not sure about Microforte) posting criteria as bad as 5 yrs industry experience and 2+ shipped games for junior roles!
Theres only a handful of Oz companies older than 5 yrs with 2 games lol.
Ah the laughter hehe.

Submitted by Doord on Tue, 24/06/03 - 9:13 PM Permalink

Shit there was a huge number of 2D and a few 3D one come in over the week end. I don't think are that many that stand out, personally but I'm not the one hiring.

They are still coming to, makes me think how the hell did I get a job here [?][?][?].

Canberra not that bad, it's a little cold. But the night life isn't as bad as lot of poeple say. Hell if you don't have a good time, I say it has more to do with you then were you are most of the time. [:)]

Submitted by Sorceror Bob on Wed, 25/06/03 - 7:30 AM Permalink

You can all stop sending in your reels now!!

My demo reel of unsurpassable awesomeness is currently en-route to Irrational.

*future irrational employee/deluded*

Submitted by Pantmonger on Wed, 25/06/03 - 7:32 AM Permalink

Sending mine tomorrow. Round 1 fight.

Pantmonger

Submitted by Malus on Wed, 25/06/03 - 9:28 AM Permalink

contender number 3,000,000 here

Submitted by Doord on Wed, 25/06/03 - 10:21 PM Permalink

Try number 4,000,000

Submitted by Jason on Wed, 16/07/03 - 4:12 AM Permalink

So who ended up getting the jobs? Anyone?

Submitted by Malus on Wed, 16/07/03 - 4:25 AM Permalink

Well if they've already made up their mind and rung them then I guess I didn't....again [:P]
But perservence is a virtue. I'm unstopable bo ha ha.

Submitted by cutty on Thu, 09/10/03 - 10:12 AM Permalink

Anyone here go for the recent Programmer or Junior Designer positions at Irrational?

Submitted by davidcoen on Thu, 09/10/03 - 9:23 PM Permalink

@Jason, a guy i worked with (bitch monkey) got one of the 3d artist jobs i believe

Submitted by Def on Fri, 10/10/03 - 3:00 PM Permalink

I applied for Lead Programmer yesterday. [:)]

Submitted by cutty on Fri, 07/11/03 - 6:58 AM Permalink

Anyone know who got the Junior Designer position? I'm interested to know how much experience roughly even a 'Junior' position requires(?)