Level Artist splinter Cell - Toronto, Canada - Ubisoft Toronto
Description
Job reference_crt:
- Company Name
- Ubisoft Toronto
- Salary
- Competitive
- Location
- Toronto, Canada
- Country
- Canada
- Industry sector
- Art
- Job start date
- ASAP
- Posted date
- 24/01/202 Experience Level
- Mid-Senior Level
- Job type
- Permanent | Full Time
- Remote / Hybrid
- No
Company Description
Our Mission
Ubisoft's 19,000 team members, working across more than 40 locations worldwide, are bound by a joint mission to enrich players' lives with original and memorable gaming experiences.
Their dedication and talent have brought to life many acclaimed franchises such as Assassin's Creed, Far Cry, Watch Dogs, Just Dance, Rainbow Six, and many more to come.
Ubisoft is an equal opportunity employer who believes diverse backgrounds and perspectives are vital in creating worlds where players and teams can thrive and express themselves.
If you are excited about solving game changing challenges, cutting edge technologies, and pushing the boundaries of entertainment, we invite you to join our journey and help us create the unknown.
Our Studio
Ubisoft Toronto is one of the largest development studios within Ubisoft, employing talented developers from around the world. We create worlds and tell stories that grip you, inspire you and challenge you.
Since opening in 2010, we have shipped innovative game projects on some of Ubisoft's biggest brands:
Assassin's Creed, Far Cry, Watch Dogs, For Honor and Tom Clancy's Splinter Cell.
Most recently, we launched Far Cry 6, the most ambitious Far Cry game to date, featuring the talented Giancarlo Esposito as Anton Castillo.
Starlink:
Battle for Atlas was Ubisoft Toronto's first new IP, using technology that seamlessly blended physical and digital gameplay. Splinter Cell Blacklist was the first title released by Ubisoft Toronto in 2013. We have an exciting roadmap of projects for the future and can't wait to share more details.
Are you looking to work with enthusiastic experts who are tackling industry-changing challenges in entertainment and beyond? At Ubisoft Toronto, we are always striving to get better, be better and do better - embracing innovative ideas, exploring new technologies, and working together courageously and collaboratively.
224 Wallace Avenue. M6H 1V7
Toronto, Ontario
Location of position:
Toronto, Ontario
We're working on a Splinter Cell remake, assembling a team with passion, drive and respect for the trifocal goggles.
This is an opportunity to be part of a treasured franchise, rebuilt on Ubisoft's Snowdrop engine to deliver next-generation visuals and modernized stealth gameplay, while preserving what's at the heart of the Splinter Cell experience.
On being a Level Artist at Ubisoft Toronto
As a Level Artist at Ubisoft Toronto, you will create captivating 3D environments within an immersive world waiting to be explored.
Be it in a level, side mission, or piece of an open-world map, you assemble and position key elements to deliver impactful visual moments and enhance the player experience.
Every asset you carefully place, from a building to a prop, tells a story and evokes an atmosphere and a mood.
You know how to modify lighting, play around with composition, and add just the right amount of detail to develop a game space with plenty of personality.
Type of Position:
Permanent, full-time.
What you'll do:
- Collaborate with level designers and the art director to discuss and understand game intentions and vision;
- Perform artistic research (find written descriptions and visual references);
- Set up placeholders and submit modelling and texturing requests to artists, follow up on the progress and quality of the work with the Project leader
- Graphic;
- Find balance between artistic aspects and technical constraints;
- Integrate and build assets into the game engine to set and dress a polished scene;
- Ensure integrated work is aligned with the artistic direction and makes sense gameplaywise (test and improve);
- Understand the game design documents to know the environments, objectives, atmospheres, story and style to create game levels;
- Understand project tools and their functions, the project file classification system and the process to update engine data and follow all instructions from the Graphic technical director;
- Assess level content with the immediate supervisor and establish time and planning estimates by priority and level;
- Build the rough map of the level with the level des
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