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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...

Associate Environment Artist

Description:

Double Fine Productions is currently looking for a Associate 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 a strong portfolio that demonstrates experience creating environmental content such as architectural buildings, terrain, and props in Maya.  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, Unreal Engine 4, and our proprietary editing tools, create and integrate original, beautiful and gameplay-rich environmental spaces in support of art and game direction.
• Model architectural geometry and props for game environments and place models in game levels.
• Sculpt high resolution mesh in tools such as Zbrush, retopologize assets 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 and Art Director 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.
• 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 education or experience.  Sculpture or architecture experience is a plus.
• 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.
• Demonstrable experience designing, modeling, mapping, and lighting environments.
• Experience with lighting and texture/material creation.
• 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.

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 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, Unreal Engine 4, and our proprietary editing tools, create and integrate original, beautiful and gameplay-rich environmental spaces in support of art and game direction.
• Model architectural geometry and props for game environments and place models in game levels.
• Sculpt high resolution mesh in tools such as Zbrush, retopologize assets 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 and mentor Junior Environment Artists as needed.
• 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 education or experience.  Sculpture or architecture experience is a plus.
• At least 5 years of game industry experience with at least 2 published titles.
• 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.
• Demonstrable experience designing, modeling, mapping, and lighting environments.
• Experience with lighting and texture/material creation.
• 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.

 

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 run well on new platforms.
• Contribute innovative and original ideas on all aspects of game production and development.
• Mentor more junior programmers on systems design, programming best practices, and debugging techniques.

Requirements:

• Five or more years 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 Unreal4 or the PS4
• Bachelor’s degree or higher in Computer Science, Computer Engineering, Software Engineering, Math, or related field
• Experience with Maya plug-ins and art pipelines
• Experience designing and implementing threaded, asynchronous software
• Interest in creating tools, art pipelines, Maya plug-ins, etc
• Experience with real-time physics, animation, and inverse kinematics

 

How to apply!

For immediate consideration, interested and qualified candidates should apply HERE

Senior Visual Effects Artist

Description:

Double Fine Productions is currently looking for a highly experienced, professional Senior Visual Effects Artist for its San Francisco studio. The primary job responsibilities are to create spectacular visual effects (both stylized and realistic), 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 3 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 Double Fine games apart from other games.

Responsibilities:

• Work closely with the content creators to bring gameplay-appropriate effects to life.
• Use Unreal4, Photoshop and other DCC apps to create and integrate visual effects.
• Contribute innovative and original ideas on all aspects of game production and development.

Requirements:

• 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.
• Experience lighting, rendering and shading, and the knowledge to leverage the latest rendering innovations like Physically Based Shading.
• Experience authoring shaders/materials in a node-graph system
• 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.
• Excellent communication skills, including a meticulous and organized approach to the creation, naming and storage of the effects assets.
• Proficiency with Maya or an equivalent digital content creation package.
• Self-motivated and passionate about making video games.
• Team player with a great work ethic.
• Commitment to personal and peer development and sharing best practices.
• Keeps current with the state of the art in visual effects.

Pluses:

• Experience scripting tools, pipelines and workflows to overcome technical challenges
• Experience with Python, C#, C++
• Experience with Adobe After Effects or another 2D compositing package
• Experience using pix, gpad, or other gpu profiling tools

 

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




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