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Concept Texture Artist, 3D Artist for Fuzzeyes S.

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I currently work for

Submitted by souri on
Forum

http://www.fuzzyeyes.com/job.htm
If you have any questions, the lead artist for Fuzzyeyes Studio is justin@fuzzyeyes.com

Concept Texture Artist
Team: Art

Job Status: 4 Months Full-time (Contract extend on conditions)
Job Location: Coppers Plains, Qld.

Job Purpose:
Conceptualize the artistic look and style of the game. You will create graphics for PC and/or Console games under the supervision of the game's Lead Artist or Art Director for a variety of production tasks, typically consisting of concepting and texturing.

Major Responsibilities:
> You may develop the design and artistic vision of the video game in variety of genres, and translate, refine and develop the ideas and rough sketches into a conceptual look, style and feel.

> Conceptualization skills such as sketching, illustrating, drafting, and painting are a must.

> You may work with other artists/animators to conceptualize and create the overall look, attitude and style of 3D character animation.

> You may create and apply textures to the area of modeling specialty.

> You may create workable designs, and provide design and/or creation of puzzles where art specific ideas may enhance the video game.

> To produce art assets directed by Art Lead or Art Director on a variety of production tasks typically consisting of, texturing, concepting.

> To follow project standards for workflow pipelines and organization of assets
Must be responsive to deadlines and work well under pressure

> Must be receptive to art direction and perform well within a collaborative team environment.

> Experience in creating concept work for games is a plus.
.
Qualifications/Requirements:
> BFA or equivalent skill level as demonstrated in portfolio

> Excellent written and verbal organization and communication skills

> Experience working effectively within a team environment

> Skills in drawing, have ability to produce high-quality, imaginative concept art and professional storyboards

> Expertise working in Photoshop as for texturing tools.

> Familiarity with 3dsMax, Maya is highly desired.

> Must have practical art skills and understanding of the fundamentals of art and design.

WHAT DO WE WANT TO SEE IN A PORTFOLIO?
> A sketchbook with extensive figure drawing. Full body gestures are preferred. Also include studies of hands, feet and the human face.

> Figure drawing of creatures?.imaginative or life drawing from real models.

> Portfolio size should be around 20 double-sided pages. Half with variety of life drawing. Remainder can be broken up as story boards, character designs, layouts, flippable animation or anything else that is of interest to the artist.

> The sketch book does not have to be a compilation of the artists? best sketches.

> The idea is to see the artists? thinking process which means that we want to see bad and good drawings.

> Make sure to submit samples of your color and design sense and samples that show your versatility and range, conceptualising, texturing, and /or animation, and breadth of skills and interests.

> If your samples are part of a team effort, please outline what your particular contributions were.

To Apply:
Please send resume, and the demo reel or portfolio to:

Fuzzeyes Studio Pty. Ltd.
Attn: Art Team
PO Box 3281
Sunnybank South, Qld. 4109

Note:
You should receive an acknowledgement within 2 weeks. If there is an interest in meeting with you further, we will contact you. In addition, even if we don't have any active openings, we're glad to accept resumes and keep them on file.
Fuzzeyes will not be responsible for any loss of or damage to reels or portfolios submitted. Please do not send original reels/portfolios. Send duplications only. They will be returned to you only if you include a self addressed, stamped envelope with the correct postage; otherwise they will be discarded.

3D Artist
Team: Art

Job Status: 4 months Full-time
Job Location: Coopers Plains, Qld.

Job Purpose:
Conceptualize and create versatile 3D models and animation, under the direction of the Art director to meet a high aesthetic, creative and technical quality standard.

Major Responsibilities:
> Demonstrates a broad range of superior modeling abilities. This includes mastery of both high-poly and low-poly modeling techniques in significance of poly counts. Ability to contribute effectively within project / technology constraints while creating models in a variety of artistic styles and genres

> Demonstrates outstanding modeling skills in a particular area of expertise or specialty, i.e. character modeling, terrain modeling or architectural modeling.

> Demonstrates complete mastery of professional development software tools required for model and texture creation and implementation.

> Actively promotes and communicates sound solutions to technical and design issues related to modeling.

> Maintains and communicates a strong knowledge of innovative game production technologies and the capabilities / limitations of these technologies as they relate to project goals.

> Collaborates effectively with Art leads during art review sessions that results in the finest artistic look possible.

> Meets project deadlines / milestones, as set by project leads, and the production department.

> Actively participates in team / department meetings. Consistently exercises sound judgment in all areas of performance.

> Must be responsive to deadlines and work well under pressure.

Qualifications/Requirements:
> A portfolio or reel demonstrating outstanding 3D modeling / Animation skills. Candidate's work must clearly demonstrate exceptional ability in the areas of artistic, stylistic and polygonal versatility.

> BFA or equivalent experience strongly preferred.

> Additional art skills in the following areas is also preferred:
- Fine arts skills, including drawing and painting
- Traditional sculpting
- Lighting

> Strong figure drawing skills that demonstrate a deep understanding of human anatomy and proportion (Applicable to character modeling candidate)

> Professional experience working as a 3D modeler in computer gaming or a related field is a plus.

> Strong technical aptitude related to 3D modeling tools and game engine technologies.

> Complete command of Maya's modeling and texturing tools.

> Must be receptive to art direction and perform well within a collaborative team environment.

> BFA or equivalent skill level as demonstrated in portfolio

> Excellent written and verbal organization and communication skills

> Experience working effectively within a team environment

> Familiarity with both 3dsMax, Maya is highly desired.

WHAT DO WE WANT TO SEE IN A DEMO REEL?
> Animation - show weight, balance, and timing. Basic motions like lifting, sawing, pulling, pushing, and interacting with scene elements as opposed to simply running, jumping, or walking.

> Modeling - reality is the key here. If it is a human it should look like a human. Show a sense of proportion and detail unless you?re going for a stylized cartoon look.

> Lighting - should create a mood or atmosphere. Don?t have over-lit scenes just to show off your models.

> Camera - have an effective transition without leaving the viewer in a state of vertigo. Have a nice flow between shots to help the viewer understand what is going on.

> Show your best work only. Show your best work first. Demo reels should not be longer than 5 minutes.

> Spend the time to do at least one thing really, really well. Ask how do you make your reel stand out? Model an object with high precision and high quality texture maps.

> Work on lighting. This seems to be the most overlooked thing on a demo. Show how lighting adds mood or excitement to a scene or how it can be used to increase efficiency by reducing the number of elements that need to be built in a scene.

> Use good textures. Are your textures appropriate for the model, or are they just the ones that come with the software? Show that you can create your own textures and have good judgment on how to use them. Do they add detail that otherwise would have to have been modeled?

> Show wire frames render of models.

> Show low-poly work if you want to get into games. Hi-res work is glamorous, but most games are low, low poly work.

To Apply:
Please send cover letter and resume with the demo reel or portfolio to:

Fuzzeyes Studio Pty. Ltd.
Attn: Art Team
PO Box 3281
Sunnybank South, Qld. 4109

Note:
You should receive an acknowledgement within 2 weeks. If there is an interest in meeting with you further, we will contact you. In addition, even if we don't have any active openings, we're glad to accept resumes and keep them on file.
Fuzzyeyes will not be responsible for any loss of or damage to reels or portfolios submitted. Please do not send original reels/portfolios. Send duplications only. They will be returned to you only if you include a self addressed, stamped envelope with the correct postage; otherwise they will be discarded.

Posted by souri on
Forum

http://www.fuzzyeyes.com/job.htm
If you have any questions, the lead artist for Fuzzyeyes Studio is justin@fuzzyeyes.com

Concept Texture Artist
Team: Art

Job Status: 4 Months Full-time (Contract extend on conditions)
Job Location: Coppers Plains, Qld.

Job Purpose:
Conceptualize the artistic look and style of the game. You will create graphics for PC and/or Console games under the supervision of the game's Lead Artist or Art Director for a variety of production tasks, typically consisting of concepting and texturing.

Major Responsibilities:
> You may develop the design and artistic vision of the video game in variety of genres, and translate, refine and develop the ideas and rough sketches into a conceptual look, style and feel.

> Conceptualization skills such as sketching, illustrating, drafting, and painting are a must.

> You may work with other artists/animators to conceptualize and create the overall look, attitude and style of 3D character animation.

> You may create and apply textures to the area of modeling specialty.

> You may create workable designs, and provide design and/or creation of puzzles where art specific ideas may enhance the video game.

> To produce art assets directed by Art Lead or Art Director on a variety of production tasks typically consisting of, texturing, concepting.

> To follow project standards for workflow pipelines and organization of assets
Must be responsive to deadlines and work well under pressure

> Must be receptive to art direction and perform well within a collaborative team environment.

> Experience in creating concept work for games is a plus.
.
Qualifications/Requirements:
> BFA or equivalent skill level as demonstrated in portfolio

> Excellent written and verbal organization and communication skills

> Experience working effectively within a team environment

> Skills in drawing, have ability to produce high-quality, imaginative concept art and professional storyboards

> Expertise working in Photoshop as for texturing tools.

> Familiarity with 3dsMax, Maya is highly desired.

> Must have practical art skills and understanding of the fundamentals of art and design.

WHAT DO WE WANT TO SEE IN A PORTFOLIO?
> A sketchbook with extensive figure drawing. Full body gestures are preferred. Also include studies of hands, feet and the human face.

> Figure drawing of creatures?.imaginative or life drawing from real models.

> Portfolio size should be around 20 double-sided pages. Half with variety of life drawing. Remainder can be broken up as story boards, character designs, layouts, flippable animation or anything else that is of interest to the artist.

> The sketch book does not have to be a compilation of the artists? best sketches.

> The idea is to see the artists? thinking process which means that we want to see bad and good drawings.

> Make sure to submit samples of your color and design sense and samples that show your versatility and range, conceptualising, texturing, and /or animation, and breadth of skills and interests.

> If your samples are part of a team effort, please outline what your particular contributions were.

To Apply:
Please send resume, and the demo reel or portfolio to:

Fuzzeyes Studio Pty. Ltd.
Attn: Art Team
PO Box 3281
Sunnybank South, Qld. 4109

Note:
You should receive an acknowledgement within 2 weeks. If there is an interest in meeting with you further, we will contact you. In addition, even if we don't have any active openings, we're glad to accept resumes and keep them on file.
Fuzzeyes will not be responsible for any loss of or damage to reels or portfolios submitted. Please do not send original reels/portfolios. Send duplications only. They will be returned to you only if you include a self addressed, stamped envelope with the correct postage; otherwise they will be discarded.

3D Artist
Team: Art

Job Status: 4 months Full-time
Job Location: Coopers Plains, Qld.

Job Purpose:
Conceptualize and create versatile 3D models and animation, under the direction of the Art director to meet a high aesthetic, creative and technical quality standard.

Major Responsibilities:
> Demonstrates a broad range of superior modeling abilities. This includes mastery of both high-poly and low-poly modeling techniques in significance of poly counts. Ability to contribute effectively within project / technology constraints while creating models in a variety of artistic styles and genres

> Demonstrates outstanding modeling skills in a particular area of expertise or specialty, i.e. character modeling, terrain modeling or architectural modeling.

> Demonstrates complete mastery of professional development software tools required for model and texture creation and implementation.

> Actively promotes and communicates sound solutions to technical and design issues related to modeling.

> Maintains and communicates a strong knowledge of innovative game production technologies and the capabilities / limitations of these technologies as they relate to project goals.

> Collaborates effectively with Art leads during art review sessions that results in the finest artistic look possible.

> Meets project deadlines / milestones, as set by project leads, and the production department.

> Actively participates in team / department meetings. Consistently exercises sound judgment in all areas of performance.

> Must be responsive to deadlines and work well under pressure.

Qualifications/Requirements:
> A portfolio or reel demonstrating outstanding 3D modeling / Animation skills. Candidate's work must clearly demonstrate exceptional ability in the areas of artistic, stylistic and polygonal versatility.

> BFA or equivalent experience strongly preferred.

> Additional art skills in the following areas is also preferred:
- Fine arts skills, including drawing and painting
- Traditional sculpting
- Lighting

> Strong figure drawing skills that demonstrate a deep understanding of human anatomy and proportion (Applicable to character modeling candidate)

> Professional experience working as a 3D modeler in computer gaming or a related field is a plus.

> Strong technical aptitude related to 3D modeling tools and game engine technologies.

> Complete command of Maya's modeling and texturing tools.

> Must be receptive to art direction and perform well within a collaborative team environment.

> BFA or equivalent skill level as demonstrated in portfolio

> Excellent written and verbal organization and communication skills

> Experience working effectively within a team environment

> Familiarity with both 3dsMax, Maya is highly desired.

WHAT DO WE WANT TO SEE IN A DEMO REEL?
> Animation - show weight, balance, and timing. Basic motions like lifting, sawing, pulling, pushing, and interacting with scene elements as opposed to simply running, jumping, or walking.

> Modeling - reality is the key here. If it is a human it should look like a human. Show a sense of proportion and detail unless you?re going for a stylized cartoon look.

> Lighting - should create a mood or atmosphere. Don?t have over-lit scenes just to show off your models.

> Camera - have an effective transition without leaving the viewer in a state of vertigo. Have a nice flow between shots to help the viewer understand what is going on.

> Show your best work only. Show your best work first. Demo reels should not be longer than 5 minutes.

> Spend the time to do at least one thing really, really well. Ask how do you make your reel stand out? Model an object with high precision and high quality texture maps.

> Work on lighting. This seems to be the most overlooked thing on a demo. Show how lighting adds mood or excitement to a scene or how it can be used to increase efficiency by reducing the number of elements that need to be built in a scene.

> Use good textures. Are your textures appropriate for the model, or are they just the ones that come with the software? Show that you can create your own textures and have good judgment on how to use them. Do they add detail that otherwise would have to have been modeled?

> Show wire frames render of models.

> Show low-poly work if you want to get into games. Hi-res work is glamorous, but most games are low, low poly work.

To Apply:
Please send cover letter and resume with the demo reel or portfolio to:

Fuzzeyes Studio Pty. Ltd.
Attn: Art Team
PO Box 3281
Sunnybank South, Qld. 4109

Note:
You should receive an acknowledgement within 2 weeks. If there is an interest in meeting with you further, we will contact you. In addition, even if we don't have any active openings, we're glad to accept resumes and keep them on file.
Fuzzyeyes will not be responsible for any loss of or damage to reels or portfolios submitted. Please do not send original reels/portfolios. Send duplications only. They will be returned to you only if you include a self addressed, stamped envelope with the correct postage; otherwise they will be discarded.