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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...

Character Artist

Description:

Double Fine Productions is currently looking for an experienced, professional Character Artist for its San Francisco development studio.  The primary job responsibility is to create highly original 3D game characters.  The ideal candidate has at least 2 years experience creating 3D characters with at least one shipped game title. This position requires the ability to work in both low and high resolution in a broad variety of styles.  In addition to strong 3D modeling and UV creation skills, the ideal candidate also has an understanding of how to build characters that animate well, with experience collaborating with animators and rigging characters.

Responsibilities:

Using Maya create beautiful, stylized and efficiently built game-ready 3D character models.
Sculpt high resolution character mesh in tools such as Zbrush, re-topologize and bake assets down to game-ready resolutions and formats.
Generate clean and organized mesh and UV’s.
Work closely with the Animation team to ensure that the character is built correctly to deform and animate well.
Use proprietary tools to create character rigs and bind game resolution character mesh to game skeleton.
Optimize rendering and memory footprints for characters as required.
Maintain visual consistency and style as defined by the Art Director.
Work with a small team in a highly collaborative environment to help realize the game’s vision and uphold it throughout the project.

Requirements:

BA in Art or equivalent field or BS/BA in Computer Graphics or Film, or equivalent educational experience.  Sculpture or architecture experience is a plus.
At least 2 years of game industry experience with at least 1 published titles.
Fluency in 2D/3D software packages, especially Maya, Zbrush and Photoshop, with strong modeling and UV skills.  Familiarity with Mel /Python scripting is a plus.
Demonstrable experience modeling and UV’ing characters.
Able to create compelling textures and materials for characters in a variety of styles.
Experience rigging characters and modeling blend shapes for facial animation is a huge plus.
Ability to quickly learn and work with proprietary tools.
Understanding of real-time modeling and texturing constraints and the ability to work within them.
Ability to translate concept and reference concept artwork into 3D game assets, efficiently and within game engine specifications.
Impressive portfolio demonstrating strong traditional art skills, design sensibilities, and attention to detail. 
A keen eye for silhouette, form, color and light.
Willingness to provide and accept direction, and the ability to embrace change.  Ability to collaborate productively with others and to work to meet deadlines as necessary.
A serious passion for gaming.
The ability to work full time in San Francisco, California.

 

Contact:

For immediate consideration, interested and qualified candidates should send their cover letter, resume, and link to their online portfolio to .(JavaScript must be enabled to view this email address).  Please include in the subject line “Character Artist”.  3D samples should show wireframe examples as well as final textured assets.  All artwork should explain clearly what you did specifically, especially on collaborative projects.

Senior Environment Artist

Description:

Double Fine Productions is currently looking for an experienced, professional Senior Environment Artist for its San Francisco development studio.  The primary job responsibility is to create highly original 3D game world art.  The ideal candidate has at least 5 years experience creating environmental content such as architectural buildings, terrain and props in Maya with at least 2 years in a senior position.  The position requires experience with and understanding of art pipelines, an interest in evolving and improving the environmental art creation pipeline and in promoting best development practices for an efficient production.  In addition to strong 3D modeling and UV creation skills, the ideal candidate also has an impressive ability with lighting spaces, creating textures/materials or in creating particle and other visual effects.

Responsibilities:

Using Maya and our proprietary editing tools, create and integrate original, beautiful and gameplay-rich environmental spaces in support of the art direction of the game.
Model architectural geometry and props for game environments and place models in game levels.
Sculpt high resolution mesh in tools such as Zbrush, re-topologize and bake assets down to game-ready resolutions and formats.
Generate clean and organized mesh and UV’s.
Work closely with Material Artists to create and apply advanced materials to the environments.
Assist the Lead Environment Artist to achieve a consistent feel across all environments by participating in visual comparisons and critiques, working within hardware limitations, and meeting deadlines without compromising quality.
Work closely with design to maintain all technical aspects of the levels, such as collision, path finding, and various other volumes.
Optimize rendering and memory footprints for levels as required.
Collaborate with game designers and Art Director to create visually stunning levels that play well.
Contribute to the further development of our editing tools and promote best practices among the World Building team.
Work with a small team in a highly collaborative environment to help realize the game’s vision and uphold it throughout the project.

Requirements:

BA in Art or equivalent field or BS/BA in Computer Graphics or Film, or equivalent educational experience.  Sculpture or architecture experience is a plus.
At least 5 years of game industry experience with at least 2 published titles.
Significant experience developing and working with proprietary processes and tools for creating environments.
Fluency in 2D/3D software packages, especially Maya, Zbrush and Photoshop, with strong modeling skills for both architectural and organic shapes.  Familiarity with Mel /Python scripting and knowledge of rendering packages such as Mental Ray is a plus.
Demonstrable experience designing, modeling, mapping and lighting environments.
Experience with lighting, texture/material creation and visual effects is a huge plus.
Ability to quickly learn and work with proprietary tools to leverage advanced modeling, material, and lighting effects.
Understanding of real-time modeling and texturing constraints and the ability to work within them.
Ability to translate concept and reference concept artwork into 3D game assets, efficiently and within game engine specifications.
Impressive portfolio demonstrating strong traditional art skills, design sensibilities, and attention to detail. 
Demonstrated initiative and problem-solving skills.
A keen eye for silhouette, form, color and light.
Self-driven individual with strong written and verbal communication skills, and excellent interpersonal, organizational and mentorship skills, including the ability to provide relevant art critiques.
Willingness to provide and accept direction, and the ability to embrace change.  Ability to collaborate productively with others and to work to meet deadlines as necessary.
A serious passion for gaming.
The ability to work full time in San Francisco, California.

Contact:

For immediate consideration, interested and qualified candidates should send their cover letter, resume, and link to their online portfolio to .(JavaScript must be enabled to view this email address).  Please include in the subject line “Senior Environment Artist”.  3D samples should show wireframe examples as well as final textured assets.  All artwork should explain clearly what you did specifically, especially on collaborative project.

Senior Gameplay Programmer

Description:

Double Fine has an immediate opening for an ambitious, passionate and highly experienced Senior Gameplay Programmer for an original IP title being developed at its San Francisco development studio.  This individual will be responsible for working with other programmers and artists in realizing the product’s creative vision and must be interested in a collaborative relationship with the design team. 

The ideal candidate has considerable experience contributing to a wide variety of gameplay systems, such as mission scripting, player controls, weapons, and agent programming, as well as integrating assets from audio, art, and FX into those systems. Strong software development skills, a passion for creating player experiences, and an instinctual understanding of the balance between over-designing and under-designing are a must.  Candidates must exhibit excellent verbal and written communication skills, and must be passionate about gameplay and game development.  Candidates should be fluent in C++, experience with a dynamic programming language like Lua or Python, have a solid understanding of linear algebra, possess good problem solving and debugging skills, be able to develop creative solutions to difficult problems, and possess a passion for adding the extra polish that truly sets games apart.  The role requires a minimum of 5 years of video game experience, and at least two published games on PS3, Xbox360, PS2, Xbox, Gamecube or PC. 

Responsibilities:

Collaborate with the rest of the programming team to realize the design vision for the product.
Design and implement major new systems, shepherd the growth and development of existing systems.
Mentor more junior programmers on systems design, programming best practices, and debugging techniques.
Identify and implement platform specific optimizations to relevant gameplay systems.
Work with the animation, environment, and design team to craft compelling gameplay experiences.

 

Requirements:

Bachelor’s degree or higher in Computer Science, Computer Engineering, Mathematics or a related field.
5 years industry experience developing console entertainment software, particularly in the areas of player control, animation, camera movement and logic.
Fluent in C++, at least one higher level/scripting language, and gameplay relevant software patterns (FSMs, messages, components, etc.)
Proficient software architect with excellent debugging skills.
All-around experience with content creation and integration. Capable of designing data-driven systems that effectively integrate content from other departments.
Good gameplay sensibilities.
Experience using profilers and other code instrumentation tools as well as interpreting the results and optimizing code.
Solid knowledge of 3D math and physics.
Committed to personal and peer development and sharing best practices. Works closely with team members to ensure design and quality expectations are met.
Self-motivated. Passionate about games, game development and problem solving.
Excellent written and verbal communication skills.
Demonstrated knowledge of good software engineering practices, including the ability to write well-structured, readable code.
Must be legally authorized or able to immediately obtain legal authorization to work in the US.

 

Pluses:

Able to use Maya or other 3D level editing applications.
Experience programming in Lua.
Interest in Audio programming.
University-level degree in computer programming a plus.

Contact:

For immediate consideration, interested and qualified candidates should send their cover letter and resume to .(JavaScript must be enabled to view this email address).  Please include in the subject line “Senior Gameplay Programmer”. 

...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:






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.