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Jobs

You want to work at Double Fine so bad you can taste it. Maybe you didn't even know that, but you were wondering, "What's that weird taste?" It's the taste of opportunity, my friend, with undertones of ambition. But now you know, and maybe you're asking, "Who do I have to kiss up to to get a job there? Should I alter my appearance in order to increase my chances of getting an interview? Should I concentrate on my face? Or on my upper arms? How have I gone wrong in my life that I am not already working there? What can be done about my wretched life?"

Plenty! Especially if you want to be an...

General Application

Description:

If you don’t spot a job here that matches your clearly fantastic abilities, fear not!
Simply check this page for the most relevant general application - code, art, design or other - and apply!
When we need people of a certain discipline, we will scour these piles!

Responsibilities:

Making sure your application is in the right cubby hole so we can find it when we need to

Requirements:

Being awesome, all of the time.

How to apply!

See the full list of vacancies and general applications

Lead Level Designer

Description:

Look, Tim said I could basically write whatever I want here, so I’m going to be honest with you.

Being a level designer is an amazing job—you get to assemble, populate, and orchestrate a tiny world, full of its own inhabitants, stories, and amazing places to discover. You get to play with a huge toy box of models, characters, enemies, objects, and interactions to construct a pocket universe and, often, you get to help make a bunch of new toys that are needed for the fantastic ideas that you and the rest of your level team came up with. You get to make moments and places that people will remember for the rest of their lives.

At Double Fine, we’re just getting started on Psychonauts 2 and we’re giving level designers the biggest toy box imaginable to play with—the HUMAN MIND.  We’re looking for a Lead Level Designer with wild creativity and technical acumen to help us imagine the best, most inventive, most mind-bending mental landscapes possible & manage a small Level Design team to design, layout, build, script, test, polish, and ship them.

We’re looking for someone to help us create an environment of strong collaboration, regular mentorship, respectful critique, and creative empowerment. We’ll need to you understand and drive all aspects of the level design process from a technical standpoint, while also not being constrained creatively by the basic physical laws of reality. We want to make the best game Double Fine has ever shipped and we want you to help us—come join us!

Responsibilities:

Serve as the project’s key expert and advocate for the art and craft of 3D level design.
Bring creative inspiration, new ideas, process, and problem solving to the project’s levels and overall design through inspiration and expertise from inside and outside of games.
Collaborate with the Creative Director, Lead Designer, and other disciplines to set, document, and communicate the core direction, design values, and quality bar for all level design on the project and ensure these are in harmony with the project’s creative goals, narrative, and themes.
Collaborate with other leads to design, document, and administer the level design workflow, including defining key developmental milestones, interdepartmental approvals, technical standards, and design metrics and standards. Help to scope and schedule level design work and take direct ownership of the timeliness and quality of the final work.
Use a variety of written, visual, and interactive tools to communicate and document design direction, new ideas, core principles, and critical feedback in a clear, actionable, goal-oriented way to other disciplines, all all levels of experience.
Direct management of the Level Design staff, including hiring, career development, tasking and scheduling. Particular focus on strong mentorship, building trust, empowering creative expression, and creating an environment that values continuous improvement in communication, process, and creative output.
Work directly on an individual level team to create polished, memorable, narrative-driven 3D game levels to serve as “pilot content” demonstrating the quality level and direction for the rest of the game.
Lead or participate in interdisciplinary groups to design, implement, and polish level-specific gameplay features, such as unique player mechanics, bosses, and level-specific enemies.
Drive internal feedback process for levels through formal reviews and internal / external playtests. Digest and prioritize feedback into actionable plans for improvement.
Act as a primary client for internal level design tools. Work with programmers to design, test, and drive tools and workflow improvements to empower the Level Design staff.
Maintain an expert level knowledge of the current state and trends in regards to project genre, tools, and competing games.  Conduct regular research into past and present games and game productions to inform current project goals and process.

Requirements:

Desires in a highly-iterative, collaborative, creatively-lead development environment.
Experience and interest in working on narrative-driven games, with a strong focus in interactive / visual storytelling through level design and gameplay.
At least five years of game development experience across at least two shipped titles as a level designer.
Demonstrated proficiency with one or more current 3D game engines, scripting languages, and 3D authoring/editing tools.
Deep understanding of the game market and ability to think about, dissect , and discuss games from a critical perspective.
Advanced written English and creative writing skills
Able to work autonomously, alone or in groups, when empowered with clear direction and trust.
Solid, demonstrated ability designing, tuning, and balancing gameplay and levels for current generation console games.
Demonstrated ability to define and drive design process in a group setting, including giving, receiving, and internalizing critical feedback, running creative meetings, and remaining open to new ideas and challenges.

Pluses:

Prior experience in a lead / management role.
Background or experience in fine art, writing, music, or other creative discipline.
Experience as a level designer on 3D platform games.
Experience as a designer on narrative-driven games.
Experience with Unreal 4 on a shipped game.
Experience with high level programming languages.

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates. 

For immediate consideration, interested and qualified candidates should Apply HERE

Lead Animator

Description:

Double Fine Productions is currently looking for a highly experienced Lead Animator for its San Francisco development studio.  The primary job responsibilities include the creation of in-game animations and cinematics that convey charm and personality as well as managing a team of animators.  The ideal candidate has at least 5 years of experience creating and implementing video game animation, and at least 2 years in a Lead Animator role on a published console or PC title.  Knowledge of the fundamentals of animation is critical, as is the ability to give and accept feedback and work well with a team of animators, producers, and programmers.  The ideal candidate has a strong preference for working in a highly creative, innovative, small development environment.

Responsibilities:

• Use Maya to create player driven keyframe character animation move sets, npc interaction animation as well as real-time cinematics.
• Work with the technical team to ensure animation assets are properly integrated into the game.
• Establish animation workflows and best practices for the rest of the animation team.
• Work with the Technical Directors to ensure the animators have the needed tools for efficient workflow.
• Work closely with the Project Lead, design team, and Art Director to maintain a consistent vision.
• Setup and run animation weeklies and give animation critiques to the team.
• Help to mentor and support a team of senior and junior animators.
• Contribute innovative and original ideas for the betterment of the entire game.
• Work closely with the project Producer on scheduling and tasking the animation team.
• Work with animation outsourcing teams as needed, and prepare assets for those teams as well as giving feedback.

 

 

Requirements:

• At least 5 years of game industry experience, or equivalent experience in film or television.
• At least 2 years of experience in the Lead Animator role on a published console or PC game.
• Fluency with Maya for character animation.  Modeling and rigging skills are a plus.
• A strong artistic background, with examples of life drawing and an innate ability for storytelling.
• Experience working with a design team on player driven animation move sets.
• Experience translating 2d animatics to 3d layouts including camera work.
• Self-driven individual with strong written and verbal communication skills.
• Willingness to accept critiques, and the ability to embrace change.
• Thorough understanding of animation theory and the principles of animation (squash and stretch, timing, anticipation, staging, appeal, etc.) 
• Exceptional skill in animating bipeds and multi-legged figures, in both action and dramatic acting sequences using keyframe animation
• Must be able to work full time in San Francisco, CA.

 

 

Pluses:

• Avid gamer with a passion for creating top-quality games.
• Experience working with the Unreal 4 animation pipeline.
• Experience working on a 2d or 3d platforming title.
• Familiarity with film and video script and direction terminology.
• Acting and cinematography skills.
• Experience in Photoshop, Premiere, and After Effects.

 

 

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates. 

For immediate consideration, interested and qualified candidates should Apply HERE

Unreal Programmer

Description:

Double Fine has an opening for an ambitious and enthusiastic full time Unreal Engine programmer for its San Francisco development studio. Candidates must have a passion for designing, implementing, and maintaining core game systems. Applicants should be enthusiastic about the opportunity to collaborate with other developers across disciplines, seek out opportunities to dive in, solve problems, and make improvements wherever necessary.

The ideal candidate has experience developing in a multi-person codebase, learning other programmer’s code, and writing clean code useable by others on the team. Candidates should have solid technical fundamentals, including strong 3D math, optimization, debugging, and problem solving skills. Candidates are expected to be self-starting and proactive in identifying risk and determining solutions. They should have a passion for adding the extra polish that sets our games apart.

 

Responsibilities:

• Design, develop, and maintain the core game systems that power Double Fine’s games.
• Work closely with designers to implement gameplay features and functionality using the Unreal Engine.
• Create or improve tools as necessary to support specific features/systems.
• Continuously test, debug, profile, analyze, and optimize on applicable consoles and desktop platforms.
• Contribute innovative and original ideas on all aspects of game production and development.

 

Requirements:

• Minimum 2 years professional game development experience with at least one shipped Unreal Engine title.
• Demonstrated proficiency in C++.
• Strong generalist and systems architecture programming skills.
• Ability to effectively work across a wide range of target platforms, including PCs, consoles, smartphones, and tablets.
• Comfortable working with internal and externally developed code.
• Effective communicator and collaborator with engineers and developers from other disciplines.
• A natural curiosity for all aspects of game development and a willingness to work on a wide variety of game systems.
• A strong passion for video game development.

 

Pluses:

• Bachelor’s degree or higher in Computer Science, Computer Engineering, Software Engineering, Math, or related field.
• Experience designing and implementing threaded, asynchronous software.
• Current Unreal Engine 4 experience including blueprints and C++ implementation.
• Physics Engine proficiency and experience.

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates. For immediate consideration, interested and qualified candidates should apply HERE

Lead Programmer

Description:

Double Fine has an immediate opening for an ambitious, visionary and experienced Lead Programmer for its San Francisco development studio. The ideal candidate has considerable experience leading development on a large cutting-edge code base and has the ability to architect and implement critical game engine components. The role requires prior experience developing for modern game systems such as PS4, Xbox One or Windows.
Additional key qualifications for this role include good problem-solving skills, the ability to motivate, collaborate with other disciplines, mentor others, and a passion for adding the extra polish that that truly sets Double Fine games apart from other games.

Responsibilities:

• Lead the design, development, architecture and implementation of the core engine systems that power Double Fine’s games.
• Create software systems that are intrinsically scalable and cross platform.
• Create or improve tools as necessary to support specific features/systems.
• Continuously test, debug, profile, analyze, and optimize across all applicable platforms.
• Adapt current and legacy games to maximize performance and stability on new platforms.
• Contribute innovative and original ideas on all aspects of game production and development.

Requirements:

Five or more years of experience in the creation and delivery of state-of-the-art, performance-minded AAA console of PC games with two in-game credits required.
• At least one shipped modern console or PC title in the Lead Programmer role.
• Experience working with team leads to develop project structures, best practices, programming workflows and project scheduling.
• Solid working knowledge of all technical aspects of game development facilitating the leadership of programmers outside of core expertise.
• Demonstrated proficiency in C++.
• Proficiency with linear algebra and general 3D mathematics.
• Comfortable working with internal and externally developed code and middleware.
• Effective communicator and collaborator with engineers and team members from other disciplines.
• Desire and demonstrated ability to mentor junior programmers and help with their career growth.
• A natural curiosity for all aspects of game development and a willingness to work on a wide variety of systems.
• Excellent analytical and communication skills.
• Self-motivated and passionate about making video games.
• Must be legally authorized, or able to immediately obtain legal authorization, to work in the US.

Pluses:

• Hands-on experience developing for Unreal Engine 4, PS4 and Xbox One.
• Bachelor’s degree or higher in Computer Science, Computer Engineering, Software Engineering, Math, or related field.
• Experience developing Maya plug-ins and asset pipeline support utilities.
• Experience designing and implementing threaded, asynchronous software.
• Experience with real-time physics, animation, and inverse kinematics.
• Experience with the technical challenges unique to the Third-Person action platformer genre.

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates.

For immediate consideration, interested and qualified candidates should apply HERE

Senior Programmer

Description:

Double Fine has an immediate opening for an ambitious, visionary and experienced Senior Programmer for its San Francisco development studio. The ideal candidate has considerable experience contributing to a large cutting-edge code base and has the ability to architect and implement critical game engine components. The role requires prior experience developing for modern game systems such as PS4, Xbox One or Windows.
Additional key qualifications for this role include good problem-solving skills, the ability to motivate, collaborate with, and mentor others, and a passion for adding the extra polish that that truly sets Double Fine games apart from other games.

Responsibilities:

• Design, develop, and maintain the core engine systems that power Double Fine’s games.
• Create software systems that are intrinsically scalable and cross platform.
• Create or improve tools as necessary to support specific features/systems.
• Continuously test, debug, profile, analyze, and optimize across on all applicable platforms.
• Adapt current and legacy games to maximize performance and stability on new platforms.
• Contribute innovative and original ideas on all aspects of game production and development.

 

Requirements:

• Five or more years of experience in the creation and delivery of state-of-the-art, performance-minded games with two in-game credits required.
• Demonstrated proficiency in C++.
• Proficient with linear algebra and general 3D mathematics.
• Comfortable working with internal and externally developed code.
• Effective communicator and collaborator with engineers and team members from other disciplines.
• A natural curiosity for all aspects of game development and a willingness to work on a wide variety of systems.
• Excellent analytical and communication skills.
• Self-motivated and passionate about making video games.
• Commitment to personal and peer development and sharing best practices.
• Must be legally authorized, or able to immediately obtain legal authorization, to work in the US.

 

 

Pluses:

• Hands-on experience developing for Unreal Engine 4, PS4 and Xbox One.
• Bachelor’s degree or higher in Computer Science, Computer Engineering, Software Engineering, Math, or related field.
• Experience developing Maya plug-ins and asset pipeline support utilities.
• Experience designing and implementing threaded, asynchronous software.
• Experience with real-time physics, animation, and inverse kinematics.

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates.

For immediate consideration, interested and qualified candidates should apply HERE

Art Director

Description:

Double Fine Productions is currently looking for a highly experienced, professional Art Director for its San Francisco development studio. The primary job responsibility is to craft and ultimately realize the game’s artistic vision within reasonable schedule, budget, and technology constraints. The Art Director bridges the art, technology, and design teams, ensuring that the artists have the necessary tools and technology, that the art supports the project’s creative vision, and that the created assets are created in a way complimentary to the strengths and limitations of the technology. In all areas, the Art Director should have the ability to work through people using influence and inspiration rather than fiat.

The ideal candidate is an artistic visionary with a strong preference for working in a highly creative, innovative, small, intimate development environment. Published or current games should reflect direct experience defining and exploiting pipelines on modern hardware, such as the PlayStation 4 or Xbox One. The position requires a fluency in modern 3D art creation techniques and an avid interest in pushing the leading edge of game art development.

Responsibilities:

1) Work with the artists and programmers to define and supervise the game’s visual direction and internal development standards.
2) Maintain an art production pipeline, process and workflow that ensures the art direction adds considerable value to the finished product.
3) Supervise the efforts of the artists, define the art schedule and establish procedures and expectations.
4) Ensure the timely and reliable delivery of all art assets within schedule and budget considerations.
5) Specify and problem-solve technology issues related to art production, and offer constructive input as to progress and risk abatement. Communicate technical issues to the programming staff. Facilitate and lead the development and maintenance of common art criteria.
6) Author and maintain the art design document, ensuring that there is clear and cogent documentation on art vision, process and pipeline.
7) Proactively develop the skills of the team’s artists, including mentoring, suggesting educational opportunities, and generally advocating professional development.

Requirements:

1) MUST HAVE 6+ years of video game industry AND at least 1 shipped AAA title in the role of Art Director.
2) Excellent leadership, communication, interpersonal, and organizational skills.
3) Ability to envision and lead the creation of inspired game visuals.
4) Ability to work with all disciplines to find efficient pathways for implementing the artistic vision within the limitations of the console hardware.
5) Strong foundational art skills in color, composition, and form.
6) Demonstrable art ability in 2D or 3D mediums.
7) Convey visual direction, communicating effectively and proactively with all disciplines.
8) Demonstrated successful history of well-executed pre-production periods.
9) Ability to lead by example to set the studio’s visual quality bar ever higher, directing a team of artists to realize a unified conceptual vision onscreen.
10) Familiarity with game development and the interrelation between game design and game art.
11) Able to build, evaluate and revise art schedules and manage a team’s project execution within them. Able to schedule dependencies with other project leaders. Ability to define deadlines and task time estimates, work well under pressure, and able to multitask effectively.
12) Demonstrated experience as a proactive motivator, confidently working with people to achieve buy-in and results.
13) Industry visionary who helps set the standards for his/her craft within the real-time industries.
14) Broad experience across art disciplines including modeling, lighting and shading. Sound understanding of design elements, color theory, anatomy, drawing and painting. Intimate knowledge of asset creation in modern DCC tools. Traditional art skills a plus.
15) Well versed in a variety of technologies and production techniques, and should be current in the latest trends in computer graphics, production methodologies and resource management.
16) Considerable knowledge of the hardware and software requirements of game development.
17) Experienced at pitching visual and gameplay designs and able to adapt visual design goals to the strengths of the various consoles.
18) Self-motivated, with a strong work ethic.

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates. 

For immediate consideration, interested and qualified candidates should Apply HERE

...or a BUNNY!

If you would like to be a bunny, I say good thinking. Because everybody loves bunnies!

We are not currently hiring bunnies, but we do have some reference here for you to study:


As of August 11th 2015, the position of Bunny has been officially filled, by Little and Dipper here. However, we're really starting to feel like we need more bunnies around here so please don't let that deter you from applying!



We are always recruiting everybody... ALL THE TIME!

If you are interested in working at Double Fine, send in your stuff! We are always interested in making contact with talented and experienced programmers, artists, animators, designers, and production people. Even if you're not looking for work right now, it's good to stay in touch because YOU NEVER KNOW.

I can't guarantee that we will be especially good about responding to each and every email we get. Sometimes we get busy and ignore that mail box for months on end. But don't give up hope. Eventually, the mail server will get full, and we'll need to delete some of the applications, so we'll all get together and read through the resumes in there and make fun of people's spelling errors or read their "Job Objective" statements in sarcastic voices and stuff like that.

But maybe we'll see your samples or your web page and all at once the laughter will stop, and our jaws will drop, and then somebody will say, "Whoa." And then I'll look at them and I'll say, "Are you thinking what I'm thinking?" And then someone will yell, "I'm way ahead of you buddy!" as they pull up in the company bus/monster truck and as we all pile in, somebody shouts out, "LOCK AND LOAD!" And we drive full speed to your house and you come out and say "D-D-D-Double Fine? But--" and we put a finger to your lips and say, "You had us at hello!" And then your parents try to stop us because they don't understand, so we duct tape them to a streetlight and peel out, popping a wheelie all the way down the street while "Sweet Home Alabama" blares out of the radio and then you and I try to say something at the same time because we're both so excited, so then we both shut up so that the other can talk, and then we both say, "No, you go!", but then we both start talking again at the same time, and we have to just laugh until we're crying tears of joy, and we sense in our hearts that we will all be best friends forever and ever, and never think about what or who we were before. We will just enjoy the ever-unfolding kaleidoscope of happiness and discovery and adventure and laughter that lie before us.

And then we pull up to the office and I yell, "Alright, back to work suckers. And no talking!" And weld the door shut with everyone inside as I laugh and laugh and laugh. Oh, the fun.

Click here and be transported to a page where you can apply for a general role



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