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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...

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

Gameplay Programmer

Description:

Double Fine has an immediate opening for an ambitious, enthusiastic and passionate Gameplay Programmer for its San Francisco development studio.  This individual will be responsible for working with other programmers as well as other disciplines in realizing the product’s creative vision.

The ideal candidate has 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, must be passionate about gameplay and game development, and must be interested in a collaborative relationship with the design team.  Candidates should be proficient in C++ or Java, have experience with a dynamic programming language like Lua,  Python ,or C#, have a solid understanding of math, 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.

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:

• Collaborate with the rest of the team to realize the design vision for the product.
• Work closely with the Project Lead and designers to create thoughtful, holistic approach to scoping and implementing a game’s design.
• Design and implement gameplay systems and features.
• Work with the animation, environment, and design team to realize compelling gameplay experiences.

Requirements:

• Solid math skills
• Committed to personal development, sharing best practices, working 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.

Pluses:

• All-around experience with content creation and integration. Capable of designing data-driven systems that effectively integrate content from other departments.
• Proficient in C++, at least one higher level/scripting language, and gameplay relevant software patterns (FSMs, messages, components, etc.)
• Experience with Unreal Engine, Unreal Engine 4 and Blueprints.
• Independent or side projects that demonstrates technical ability and passion for game development.

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

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.

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:

• 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

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

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.

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 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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