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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...

Environment Artist - Unannounced IP

Description:

Double Fine Productions is currently looking for an experienced, professional Environment Artist for its San Francisco development studio.  The primary job responsibility is to bring the game world to life through the creation of highly original game environment art.  The ideal candidate has experience with creating both hard surface and organic environment art using Maya.  A clear long-term understanding of the game’s design vision is needed, and the ideal candidate will understand how to uphold it through the modeling of the game’s world space.  Applicants should have a strong preference for working in a highly creative, innovative, small, intimate development environment where working together with design, tech, and other disciplines is standard.

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

Responsibilities:

1. Using Maya and Unreal Engine 4, create and integrate compelling, stylish environment models, UV’s and materials in support of the art direction of the game.
2. Create high resolution sculpts using Z-brush.
3. Prop setup including collision, LOD’s, and other helper volumes and the ability to debug problems in-game.
4. Optimize rendering and memory footprints for levels as required.
5. Collaborate with game designers and art director to create visually stunning levels that play well.
6. Contribute to the further development of our editing tools.
7. Contribute innovative and original ideas on all aspects of game production and development.
8. Promote best practices among the World Building team.

 

Requirements:

1. Fluency in 2D/3D software packages, especially Maya, Zbrush and Photoshop, with strong modeling skills for organic and architectural shapes. 
2. Skilled with PBR texturing methodology and tools such as Substance Designer and Painter.
3. Familiarly with UE4’s modeling, material and lighting tools.
4. Demonstrable experience modeling, mapping and texturing props and environments.
5. Portfolio demonstrating strong traditional art skills, design sensibilities, and attention to detail. 
6. A keen eye for silhouette, form, color and light.
7. Self-driven individual with strong written and verbal communication skills, and excellent interpersonal, organizational, including the ability to provide relevant art critiques.
8. 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.
9. A serious passion for gaming.
10. The ability to work full time in San Francisco, California.

 

Pluses:

1. Experience with creating procedural content.
2. Experience with using Blueprint.
3. BA in Art or equivalent field, or equivalent experience. 
4. Sculpture or architecture experience.
5. Experience with shipped games in the Unreal engine.
6. Experience with heightmap generation or terrain sculpting.

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 provide their resume and a link to their portfolio by Apply HERE

Senior Level Designer - Psychonauts 2

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!

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, 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

Senior Environment Concept Artist - Psychonauts 2

Description:

At Double Fine, we’re making Psychonauts 2 and we’re giving Artists the biggest toy box imaginable to play with—the HUMAN MIND. Double Fine Productions is currently looking for an experienced Senior Environment Concept Artist for Psychonauts 2.  The ideal candidate has experience creating high quality production art for games. We are looking for an artist that can easily work on stylized level content and understands the established Psychonauts art style. It is important that the concept artist can creatively problem solve in a highly collaborative, innovative, and iterative development environment.

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

Responsibilities:

1. Contribute strong visual design ideas throughout pre-production and production.
2. Create thumbnails, sketches, model sheets, and target art paintings under tight deadlines.
3. Provide model sheets, orthos, and technical drawings to be used by internal production and external artists.
4. Work with Art Leads to design and illustrate the unique look of Psychonauts levels.
5. Collaborate with level designers to ensure that any gameplay and performance concerns are addressed in concept designs.
6. Mentor junior concept artists to create solid designs used to guide the creation of production content.
7. Create distinctive artwork to support the company’s creative vision for marketing/PR efforts.

Requirements:

1. Five years or more industry experience as a concept artist.
2. Experience creating target art concepts that convey a strong sense of place, mood, and atmosphere.
3. The ability to communicate a strong vision and receive/react positively to constructive feedback.
4. Mastery of art fundamentals such as composition, color, line, form, and light.
5. Ability to concept within the Psychonauts style.
6. Ability to collaborate productively across multiple disciplines.
7. Experience with outsourcing processes and how concepts facilitate 3D asset production.
8. A strong work ethic and proven ability to meet deadlines as necessary.

Pluses:

1. Bachelor’s degree (B.A.) from a four-year art college or university. Visual Development majors strongly encouraged.
2. Experience with outsourcing processes or external studio partners.
3. Environment concepting experience for 3D platformer games a big plus.
4. Console development experience a plus.
5. A serious passion for gaming and the games industry.
6. Experience with creating animatics or storyboards for cinematics.

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 provide their resume and a link to their portfolio by applying here

Visual Effects Artist - Unannounced IP

Description:

Double Fine Productions is currently looking for a highly experienced, professional Visual Effects Artist for its San Francisco studio. The primary job responsibilities are to create spectacular visual effects (both stylized and realistic) using our proprietary engine, push the state of the art in current and next-gen technology, and work closely with other disciplines including audio, gameplay, graphics, and production to bring our games to life.

The ideal candidate has a strong understanding of the creation of stunning in-game visual effects and has relevant game industry experience. The candidate should demonstrate creativity, technical and artistic skills, and have a deep understanding of how to work within the constraints of a real-time console game environment. The candidate must exhibit excellent verbal and written communication skills. The role requires a minimum of 2 years of video game experience, and at least one published game on a modern platform (next gen/last gen/PC). Additional key success factors for this role include the ability to work well with others, and a passion for adding the extra polish that truly sets a game apart.

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. Work closely with the content creators to bring gameplay-appropriate effects to life.
2. Use our proprietary tools, Photoshop and other DCC apps to create and integrate visual effects.
3. Contribute to the further development of our effect authoring pipeline.
4. Contribute innovative and original ideas on all aspects of game production and development.

 

Requirements:

1. Experience creating advanced real-time visual effects out of a variety of building blocks including particles, static textures, animated textures, lights, post processing, materials, meshes and shaders.
2. Experience lighting, rendering and shading, and the knowledge to leverage the latest rendering innovations like Physically Based Shading.
3. Proficiency authoring HLSL and the ability to create stunning, shader-based visual effects.
4. Ability to create assets within the confines of real-time engine memory and performance constraints, and the ability to optimize effects to achieve the highest visual quality.
5. Excellent communication skills, including a meticulous and organized approach to the creation, naming and storage of the effects assets.
6. Proficiency with Maya or an equivalent digital content creation package.
7. Self-motivated and passionate about making video games.
8. Team player with a great work ethic.
9. Commitment to personal and peer development and sharing best practices.
10. Keeps current with the state of the art in visual effects.

 

 

Pluses:

1. Experience scripting tools, pipelines and workflows to overcome technical challenges
2. Experience with Python, C#, C++
3. Experience with Adobe After Effects or another 2D compositing package
4. Experience using pix, gpad, or other gpu profiling tools
5. Experience with ios/android

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 send their resumes and samples of previously executed effects work by applying here

Animator - Unannounced IP

Description:

Double Fine Productions is currently looking for an experienced, professional Animator for its San Francisco development studio.  The primary job responsibilities include the creation of in-game character animations that not only work well with gameplay but also convey charm and personality.  The ideal candidate has at least two to three years experience animating in Maya in a professional capacity and experience in the games industry.  Modeling and rigging experience is a plus.  Knowledge of the fundamentals of animation is critical, as is the ability to accept feedback and work well with a team.  Since new intellectual property is often involved, a clear, long-term understanding of the game’s design vision is needed, and the ideal candidate will understand how to uphold it through the animation of the game’s characters.  The candidate has a strong preference for working in a highly creative, innovative, small development environment.

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

Responsibilities:

1. Use Maya to create in-game character animation and work with the design and technical teams to ensure they are properly integrated into the game.
2. Communicate with the rest of the animation team, design team, and art director to maintain a consistent vision.
3. Attend weekly team meetings to give and receive feedback on animation work.
4. Contribute innovative and original ideas for the betterment of the entire game.

Requirements:

1. At least one year of video games industry experience.
2. Fluency with Maya for character animation.
3. A good working knowledge of what it takes to make great animation that works with gameplay timing requirements.
4. A strong grasp of art fundamentals with an emphasis on storytelling techniques.
5. An understanding of how animation is created for games, including elements such as blending, overlay, and cycles.
6. Self-driven individual with strong written and verbal communication skills.
7. Willingness to accept critiques, and the ability to embrace change.
8. Thorough and solid understanding of animation theory and the principles of animation (squash and stretch, timing, anticipation, staging, appeal, etc.) 
9. Exceptional skill in animating bipeds and multi-legged figures, in both action and dramatic acting sequences.
10. Must be able to work full time in San Francisco, CA.

Pluses:

1. Modeling and rigging skills.
2. Avid gamer with a passion for creating top-quality games.
3. BFA or BA with an emphasis in Classical (2D) or 3D Character Animation or equivalent field, BS/BA in Computer Graphics or Film, or equivalent educational experience. 
4. At least one shipped video game title.
5. Experience working with the animation pipeline in Unreal.
6. Familiarity with film and video script and direction terminology.
7. Acting and cinematography skills.
8. Strong traditional drawing ability, with an emphasis on life drawing and character poses
9. Experience in Photoshop, Premiere, and After Effects.
10. Some character modeling and rigging experience.

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 provide their resume and a link to their portfolio by applying here

Senior Programmer - Psychonauts 2

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.

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. 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

Producer - Unannounced IP

Description:

Double Fine Productions is currently looking for a seasoned Producer for our San Francisco development studio. The Producers at Double Fine drive, manage and scope projects for the studio, and work with tools, talent, knowledge and organizational know-how to create and ship critically and commercially successful games.

The primary job responsibility for this specific role is to provide organizational leadership through management of schedules and processes for a new unannounced project. The position supports a small team of highly creative and technical individuals through the effective implementation of systems and processes to track against established milestones.

The ideal candidate has 3+ years experience in production, having worked on games from ideation to pre-production through post-ship support. A solid understanding of the process of making games, including tech, art and design pipelines is essential. Producers at Double Fine are approachable and tenacious champions of an unwavering commitment to quality.

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

 

 

Responsibilities:

1. Establish clear, comprehensive and thorough organizational processes for development on a game to be released simultaneously on multiple platforms.
2. Work with project leadership to define and create schedules and milestone deliverables for internal development projects.
3. Manage the relationship with the game publisher Producer to provide visibility into development progress and risk mitigation.
4. Create and track sprints and project tasks in JIRA against the milestone schedule. Identify bottlenecks and risks during production and recommend options to mitigate them.
5. Manage external developers and contractors to their contractual requirements.
6. Coordinate task interdependencies to ensure timely and accurate asset flow.
7. Identify and resolve conflicts between schedule, budget and design goals.
8. Work with the art, audio, design and programming leads to ensure adequate, efficient and effective project staffing.
9. Collaborate with the VP of Development and other Producers to define development processes and pipelines that support consistent work-life balance while ensuring maximum team productivity across the Studio
10. Identify, contract and direct individuals or organizations outside the project in the creation of assets – such as independent contractors, talent, music, sound, localization, voice and video production.

Requirements:

1. 3+ years of production experience at a game development studio.
2. A proven track record for creating critically and commercially successful games.
3. Expert knowledge of hardware and software game industry trends.
4. Personal commitment to excel as a team player, and a commitment to strive for maximum team/department performance.
5. Self-directed, highly organized, meticulous and detail-oriented problem solver with a burning desire to contribute to a uniquely creative environment.
6. Thorough understanding of development pipelines, dependencies, and best practices.
7. Demonstrable proficiency working in the tools of the trade - project and documentation management and tracking software. 
8. Strong writing and excellent verbal communication skills.
9. Team-centric attitude and demonstrated capacity to win respect and forge camaraderie among the individuals on the team.

 

 

Pluses:

1. A passion for playing and making video games
2. Strong technical, artistic, and/or design background
3. Experience working on downloadable games for XBLA, PSN, and/or Steam

How to apply!

For immediate consideration, interested and qualified candidates should click HERE

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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