JOBS

3D Environment artist

We are looking for a 3D Environment artist to help us out with HYPERFUNK. This role can be on-site in the Netherlands or remote. You’ll be modeling buildings, roads, shopfronts and props both in modeling software as well as within the game engine.

 

How To Apply

The role of 3D Environment artist at Team Reptile requires an Art Test. Take a look at the specs and direction, make the model and send an email to jobs@team-reptile.com with a screenshot first, then an introduction of yourself, a link to your portfolio and the model file attached. We do not claim ownership over the model you send us and you are free to share, use it or put it on your portfolio.

 

Specs

Design and model a building (like an apartment block, shop, kiosk, department store, facility, infrastructure or combinations and so on). You are allowed a maximum of 1000 triangles. We expect an optimized model, with each triangle adding silhouette or helping the UV layout. Apply a 512×512 texture using a graphic design style with linework and grain/gradients/drawn details/value variation for possible wear, grime, shadow and light (see 2.)

1. Technical examples that adhere to the specs.
From: No More Heroes, Persona 5, HYPERFUNK and GTA San Andreas.

2. Composite image showing the HYPERFUNK environment texture style using linework and graphic design plus subtle value differences and gradients to make things less flat and simple.
From: HYPERFUNK.

 

Direction

From game director Dion Koster: Stylized realism is the key term. For example the proportions of doors, accurate placement of windows, gutters and pipes, wear, food rating stickers in the window of a restaurant and structural integrity are expected to be realistic and believable. Photographic reference is king and beyond that it’s good to have a rudimentary understanding of the workings of architecture and engineering. Specifically, familiarize yourself with the shape languages of Structuralist and Metabolist architecture as they are prominent in the game and also play into the specs and modularity of our workflow. 

Stylization is added like a sauce, not removing but abstracting the realism of details, textures, certain spaces and colors. Exaggerate and make it pop insofar it does not takes away from believability within the context of the game world. Self reflect on these things. Would somebody put a window here? Am I making this ledge a chunky 30cm while it in real life it is usually 10cm? Am I getting away with this big feature? Lastly, don’t fret too much either and design something that you think you could see in HYPERFUNK.

 

3. Note the stylisation of real life in the more saturated colors, darker shadows, stronger lights, stronger overall contrast and heightened ceiling without losing believability (not to be taken as example to imitate, only an example of methods).
From: Persona 5 Shibuya vs Real-Life Shibuya – Comparison by RyiSnow on Youtube.

 

What We Like To See

  • Soul, we are not making a disney ride.
    Some personal flavor, imperfection, oddness is good
  • Some memorable charm. Could be signage, branding, hidden detail, mascot (depending on your building) or something else creative
  • Organized work with consideration for common video game development workflows and requirements

Not recommended

  • Cartoony or chunky design, uninformed stylization
  • References to our games, other games, popular media

    Good luck!