As a global gaming company, we\xe2\x80\x99ve helped millions to fight their way through fearsome mobs in Minecraft Dungeons, battle each other and the environment in Rust: Console Edition and most recently worked with Bethesda Game Studios to craft new adventures for Vault Dwellers around the world in Fallout 76. We strive to avoid crunch, overtime is optional and always paid, and we offer flexible working hours to allow you to enjoy a normal family life whilst making great games. We\xe2\x80\x99re looking for a Technical Artist to join our award winning team conveniently located in Mid City Valley, Kuala Lumpur. As a Technical Artist at Double Eleven, you\xe2\x80\x99ll work closely with Artists, Producers and Designers as part of an experienced team where both your technical skills and creative vision will help shape creative content. You\'ll help drive, refine and document tech art best practices, working with the other disciplines to ensure standards and processes are reviewed regularly to ensure efficiency and quality, within a project. We can support relocation within Malaysia and have a dedicated Operations team on standby to assist you and your family with every step to us. Interested? We kindly ask all applicants to submit a portfolio to support their application. We\xe2\x80\x99re afraid applications without an accompanying portfolio will not be considered. Strictly no agencies (sorry guys!) and we\xe2\x80\x99re unable to sponsor a visa for this role. Would you enjoy Helping to create beautiful games Being part of an amazing team working on multiple AAA titles Being trusted to work independently and proactively to the highest standards Working with experienced teams in the industry All that without having to sacrifice your work-life balance or worry for your job security What you\'ll be doing Monitor the technical pipelines for all art within a project; from initial specifications, through to final in-game implementation and continued future support Identify and create methods to improve art pipelines and visual quality Profile and implement solutions for improving performance and optimization of art assets without sacrificing artistic vision Proactively identify new technologies and techniques that will improve the game Create detailed, easy to read documentation of toolsets and workflows that the team can rely on Develop and maintain art asset pipelines Guide team members in areas of expertise; instil best practices Support the implementation of new techniques Support the Art, Engineering and Design Teams, helping to resolve technical difficulties Willing and able to take on responsibilities outside of core specialism in line with the needs of the project requirements What we\'re looking for Demonstrable experience as a Technical Artist or related art role, working on or shipped at least one AAA title Can demonstrate creativity and technical ability within the constraints of console development Solid understanding of current and next-gen art pipelines and techniques in game development Knowledge and skills in Maya and Substance Designer and Painter Experience with HLSL shader creation and PBR material workflow Good knowledge of Unity, Unreal Tech, this includes applications such as Material creation and BluePrint Familiarity with visual FX, lighting, materials, and post effects Experience in application scripting (e.g. Python, C#), especially for DCC applications (Maya is preferred) Excellent time management and communication skills and the ability to handle workloads efficiently Proactive about making things happen, always seeking a better solution, and a drive to continue expanding knowledge as a technical artist Experience working in an Agile workflow Fluent in English, both verbal and written Qualifications All relevant qualifications considered What to expect Start your day any time between 8:00am and 10:00am Annual leave + gazetted public holidays + leave for your birthday! Up to 10 days discretionary annual leave during the end of year holiday break 1 day off if you\xe2\x80\x99re moving house A personalised development plan mapped against our clear development framework Company private healthcare cover in-patient and out-patient for employee, spouse and children Access to mental health support via Plumm (includes 4 free video counselling sessions per month) Potential for annual performance bonuses and an end of year bonus State of the art office facilities Constantly improving tools and workflow so you can focus on creativity Fast decision-making to allow you to thrive Monthly free activities via our Bus Tours programme. Bring your family along for a day of fun with grub included Free juice, hot drinks, fruit and monthly free team lunches Many free team parties to celebrate team and game milestones Employee referral bonus (up to MYR5,000!) Opportunity to attend and speak at global events as a Double Eleven Ambassador Sponsored team activities In-studio wellbeing programmes and support Opportunity to contribute to our internal Employee Diversity and Equality Network Free game codes, game swag and merchandise Maternity, paternity, adoption and dependent leave available. Free on site parking Ways to reach us If you have a general query or if you need support with your application and/or an alternative way to apply, please do not hesitate to contact our Recruitment team at jobs@double11.com
Double Eleven is a UK-based, full-service publisher and developer of interactive digital entertainment. Some of Double Eleven\xe2\x80\x99s most popular titles include the PixelJunk series (PC), Goat Simulator (Xbox One, Xbox 360, PlayStation 3, PlayStation 4) and most recently working on the Xbox One, PS4 and Xbox 360 Editions of the critically acclaimed Prison Architect. We\xe2\x80\x99ve been around since 2009, with the latter half of that time spent as a publisher and developer. Once upon a time we used to be a Sony exclusive studio, and wanting to chart our own course in 2012 we decided to become independent again. We were and still are a highly technical studio so we thought rather than just look for work we could instead go out and find PC games from other studios we liked and bring them to console. We began our publishing business this way. Once we were in a good position to let our studio do what it wants to, we began looking to see which other developers we could work with to help develop their own ideas and that we could publish (as opposed to us normally licensing an IP for our studio to work on). As we grow, we\xe2\x80\x99re continuing to focus on our strong track record of development, as well as investing on taking our publishing arm from strength to strength. We have some fantastic projects in the works and continue to search for new titles and collaborations.
PMR / PT3 or Equivalent
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