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Diversity at Double Fine

"I have always considered Double Fine to be an inclusive company, but lately it has become clear to me--and the whole team--that we need to do more...."

Click here to read Tim's full statement on diversity at Double Fine.

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?"

Well there's plenty! Especially if you want to be...

Senior Level Designer

Description:

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 making Psychonauts 2 and we’re giving level designers the biggest toy box imaginable to play with—the HUMAN MIND.  We’re looking for a Senior Level Designer with wild creativity and technical acumen to help us imagine the best, most inventive, most mind-bending mental landscapes possible and then design, layout, build, script, test, polish, and ship them.

We’re looking for a designer to work in an environment of strong collaboration, regular mentorship, respectful critique, and creative empowerment. We’ll need to you to drive the level creation process from a design perspective inside a multidisciplinary level team, 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—please, come join our team!

Responsibilities:

1. Take primary design ownership of multiple gameplay levels from inception to completion, driving overall design quality, technical implementation, and playtesting and iteration, based high-level creative direction, project goals, and shared design principles.
2. Bring creative ideas, technical expertise, and problem solving to assigned levels through inspiration and expertise from inside and outside of games.
3. Lead a multidisciplinary level team of artists and programmers to create polished, memorable, narrative-driven 3D game levels that work in harmony with the project’s creative goals, narrative, and themes.
4. Work closely with a level artist to build levels from first implementation through completion, including building layouts, placing actors and markup, and scripting gameplay.
5. Mentor junior designers and other team members on level design and technical development best practices.
6. Assist design leadership in evaluating and improving workflows and processes. Serve as an expert client for design tools in development through articulating requirements, providing feedback, and driving iteration with programmers. 
7. Use a variety of written, visual, and interactive tools to communicate level design concepts and prototypes during level development.
8. Collaborate with gameplay programmers, level artists, animators, audio designers and other departments to to design, implement, and polish level-specific gameplay features, such as unique player mechanics, bosses, and level-specific enemies.
9. Represent design best practices for level design, gameplay, and scripting to the multidisciplinary level team during concepting, development, iteration and polish.
10. 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:

1. Must be legally authorized or able to immediately obtain legal authorization to work in the US.
2. At least 5 years of game design experience in a level design or similar role, with at least one shipped game as a level designer.
3. Demonstrated ability to create 3D levels that merge well-paced gameplay with narrative delivery.
4. Ability to thrive in a highly-iterative, collaborative, creatively-lead development environment.
5. Experience and interest in working on narrative-driven games, with a strong focus in interactive / visual storytelling through level design and gameplay.
6. Demonstrated proficiency with one or more current 3D game engines, scripting languages, and 3D authoring/editing tools.
7. Strong understanding of the game market and ability to think about, dissect, and discuss games from a critical perspective.
8. Advanced written and spoken English skills.
9. Able to work autonomously, alone or in groups, when empowered with clear direction and trust.
10. Solid, demonstrated ability designing, tuning, and balancing gameplay and levels.

 

Pluses:

1. Background or experience in fine art, writing, music, or other creative discipline.
2. Experience as a level designer on 3D platform games.
3. Experience as a designer on narrative-driven games.
4. Experience with Unreal 4.

 

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates.

For immediate consideration, interested and qualified candidates should Apply HERE

Programmer

Description:

Double Fine has an immediate opening for a Programmer for its San Francisco development studio on the Psychonauts 2 team. You will be responsible for developing systems on multiple platforms, working in areas like tools, rendering, audio, animation, gameplay and potentially many other areas in order to support the needs of the team and the game. Applicants should have a strong preference for working in a highly creative, innovative, and nimble development environment, where collaborating with design, art, tech, and other disciplines is standard.

Knowledge or experience with the Unreal Engine is a strong plus, as is previous experience supporting game features as well as developer tools. Good problem solving skills, the ability to work well with others, and a passion for the process of developing creative, high-quality games are all key qualifications.

Responsibilities:

1. Build new features and tools within Unreal Engine 4.
2. Collaborate with art, design, and other engineers to develop and support key systems.
3. Communicate with other departments to understand problems and inefficiencies, and design and code solutions.
4. Ensure newly developed engine systems are maintained for code cleanliness, performance, and extensibility.

Requirements:

1. At least one year professional experience working on modern game engines.
2. Demonstrated proficiency in C++.
3. Knowledge of common data structures and algorithms.
4. Proficient with linear algebra and general 3D mathematics.
5. Demonstrated ability to take on technical issues across a variety of areas of game development.
6. Demonstrated ability to implement features that improves gameplay and player experience.
7. Ability to communicate and collaborate effectively with programmers, artists and designers.
8. Ability to write clean, readable, reliable, and portable code.
9. A natural curiosity for all aspects of game development and a willingness to work on a wide variety of systems.
10. A constant striving to learn and grow.
11. A strong passion for video games and video game development.

Pluses:

1. One or more shipped titles using Unreal Engine 3 or 4.
2. Experience developing games for PS4 and/or Xbox One.
3. Experience with Maya plug-ins and art pipelines.
4. Experience with rapid-development languages like C# and Python.

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates.

For immediate consideration, interested and qualified candidates should Apply HERE

Senior Programmer

Description:

Double Fine has an immediate opening for an experienced Senior Programmer for its San Francisco development studio on the Psychonauts 2 team. You will be responsible for developing systems on multiple platforms, working in areas like rendering, audio, tools, animation, and potentially many other areas in order to support the needs of the team and the game. Applicants should have a strong preference for working in a highly creative, innovative, and nimble development environment, where collaborating with design, art, tech, and other disciplines is standard.

The ideal candidate has experience working with Unreal Engine 4, creating and supporting game features, as well as developer tools and pipelines. A knowledge of development best practices for modern consoles is a key qualification, as are good problem solving skills, systems architecture analysis, the ability to work well with others, and a passion for the process of developing creative, high-quality games.

 

 

Responsibilities:

1. Build new features and tools within Unreal Engine 4.
2. Collaborate with art, design, and other engineers to architect, develop and support key systems.
3. Implement and support tools and pipelines for various content types.
4. Communicate with other departments to understand problems and inefficiencies, and design and code solutions.
5. Ensure newly developed engine systems are maintained for code cleanliness, performance, and extensibility.

Requirements:

1. At least five years working on tools and features within modern game engines.
2. Hands-on experience developing for the PS4 or Xbox One.
3. Demonstrated proficiency in C++.
4. Strong 3D math skills.
5. Knowledge of common data structures and algorithms.
6. Demonstrated ability to take on technical issues across a variety of areas of game development.
7. Ability to communicate and collaborate effectively with programmers, artists and designers.
8. Ability to write clean, readable, reliable, and portable code.
9. Desire and demonstrated ability to mentor junior programmers.
10. At least one shipped title.
11. A constant striving to learn and grow.
12. A strong passion for video games and video game development.

Pluses:

1. One or more shipped titles using Unreal Engine 3 or 4.
2. Experience with all stages of development from concept to shipping.
3. Experience with Maya plug-ins and art pipelines.
4. Experience with rapid-development languages like C#, Lua and Python.

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates. 

For immediate consideration, interested and qualified candidates should Apply HERE

Level Designer

Description:

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 making Psychonauts 2 and we’re giving level designers the biggest toy box imaginable to play with—the HUMAN MIND.  We’re looking for Level Designers with wild creativity and technical acumen to help us imagine the best, most inventive, most mind-bending mental landscapes possible and then design, layout, build, script, test, polish, and ship them.

We’re looking designers to work in an environment of strong collaboration, regular mentorship, respectful critique, and creative empowerment. We’ll need to you to drive the level creation process from a design perspective inside a multidisciplinary level team, 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—please, come join our team!

Double Fine is an inclusive company. We believe that a diverse team leads to best games. To help us increase the diversity of our team, we like to specifically encourage folks from underrepresented groups to apply.

Responsibilities:

1. Take primary design ownership of multiple gameplay levels from inception to completion, driving overall design quality and technical implementation.
2. Bring creative ideas, technical expertise, and problem solving to assigned levels through inspiration and expertise from inside and outside of games.
3. Collaborate with a multidisciplinary level team of artists and programmers to create polished, memorable, narrative-driven 3D game levels that work in harmony with the project’s creative goals, narrative, and themes.
4. Work closely with a level artist to build levels from first implementation through completion, including building layouts, placing actors and markup, and scripting gameplay.
5. Use a variety of written, visual, and interactive tools to communicate level design concepts and prototypes during level development.
6. Collaborate with gameplay programmers, level artists, and other departments to to design, implement, and polish level-specific gameplay features, such as unique player mechanics, bosses, and level-specific enemies.
7. Represent design best practices for level design, gameplay, and scripting to the multidisciplinary level team during concepting, development, and polish.
8. 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:

1. Desires a highly-iterative, collaborative, creatively-lead development environment.
2. Experience and interest in working on narrative-driven games, with a strong focus in interactive / visual storytelling through level design and gameplay.
3. Demonstrated proficiency with one or more current 3D game engines, scripting languages, and 3D authoring/editing tools.
4. Strong understanding of the game market and ability to think about, dissect, and discuss games from a critical perspective.
5. Able to work autonomously, alone or in groups, when empowered with clear direction and trust.
6. Solid, demonstrated ability designing, tuning, and balancing gameplay and levels.

 

 

Pluses:

1. Background or experience in fine art, writing, music, or other creative discipline.
2. Experience as a level designer on 3D platform games.
3. Experience as a designer on narrative-driven games.
4. Experience with Unreal 4.

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates.

For immediate consideration, interested and qualified candidates should go here:
Click here to Apply

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

...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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