PlayStation 4 game Infamous: Second Son was indeed an entertaining game, but one year after its release we're mostly talking about how incredible it looked. The game showed us what Sony's console could do.
That said, the game's developer, Sucker Punch, is still looking to raise the bar with their next game.
Now they're looking for new talent, and based on the ambitious talk found in the job description, we're excited to see what they can accomplish next time around. The listing reads as follows:
Sucker Punch's physically-based rendering engine to create even more compelling and believable characters.
We're proud of the work we did on inFAMOUS Second Son, which helped show what the new generation of hardware was capable of. But we've got big ambitions, we're not satisfied, and we know there are people like you out there who can push us even further.
Define the direction for textures and shading on our upcoming title. Using your strong sense of surface and texture-organics, textiles, metal, leather-work with the rest of our rendering team to create jaw-dropping character visuals and have a huge impact on how real our characters look.
Create comprehensive map sets for our physically-based rendering engine, combining photo source with traditional hand painting techniques.
Collaborate with other art departments at Sucker Punch to define and optimize reusable texture properties for use in tools like Substance and Mari.
Develop innovative ways for us to effectively and efficiently create character visuals on a small, tight-knit team of artists, designers, and programmers.
Demo reel or portfolio to demonstrate/support excellence in the following areas.
Mastery of Photoshop and Maya
Working knowledge of Mari or Substance Painter
Please provide a breakdown of your contributions to what we see in your demo reel
Excellent grasp of physically-based lighting and shading principles.
Ability to augment or create efficient UV layouts.
Proven ability to author top-tier, real-time content
Solid communication skills. Should be able to clearly communicate technical details to technical and non-technical audiences.
Must be eligible to work in the US. All work will take place at our Seattle headquarters.
Credited work as a Shader or Rendering Tech Artist for film or TV.
Have used photographic material acquisition and HDRI creation.
Experience prototyping shaders in Unreal Engine, Unity, or CryEngine.
Proficient with Substance Designer or a similar tool.