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One Rare arbeitet an einem neuen Titel der die Unreal 4 Engine ausreizen soll

Dieses Thema im Forum "Xbox One - Exklusivtitel" wurde erstellt von Lunte, 30. Dez. 2014.

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    Rare
    ein Entwicklerstudio das sich zu Nintendo-Zeiten mit Namen wie Donkey Kong, Goldeneye oder Conker bei den Spielern beliebt gemacht hat ist bis zuletzt zu einem Kinectspiele-Entwickler degradiert. Das soll sich zukünftig ändern, wenn man Phil Spencer dem Xbox Chef und Stellenausschreibungen bezüglich der Unreal 4 Engine glauben schenkt.

    Aus einer der Anzeigen geht hervor dass es sich um einen AAA-Titel handeln wird und ein begabter und erfahrener Animationsdesigner gesucht wird.
    Weiter werden World-Artists, Engine Programmierer und Technical Animator gesucht, die das Limit der Unreal 4 Engine ausreizen können.

    ART ROLES

    Animator (up to 12-month contract)
    The Animator role requires a candidate who has the experience and the passion to work on a AAA game experience. They must have very strong animation abilities, the ability to work autonomously and not be afraid to drive the vision of animation in the game with their own input.

    Key responsibilities:
    • Create bespoke animations to drive animation direction.
    • Help inform design and production decisions and problem solve animation issues.
    • Responsible for creating/implementing animation content to an excellent standard.
    • Quality control of content in their specialism.
    • Make balanced and rational decisions on the production of assets.
    • Report progress and flag risks and issues.
    • Deliver content on schedule and within technical limitations.

    Experience, qualifications and characteristics:
    • High quality animation skills that include experience in bipedal animation, quadruped and facial animation.
    • Good knowledge of Maya.
    • Experience with motion capture animation is a bonus.
    • Some knowledge of working with cutscenes is a bonus.
    • At least one full project cycle in a content creation role.
    • Good understanding of art production.
    • Passionate about animation with excellent artistic ability.
    • Self-motivated and autonomous.
    • An outstanding portfolio.
    • Ability to meet deadlines and stick to schedules is essential.
    • Must show problem-solving skills and be logical.
    • Excellent communication skills, well-organised and proactive.
    • Able to take and interpret direction and criticism as well as constructively critique the work of others.


    Technical Animator (up to 12-month contract)
    The Technical Animator role will encompass adding animations into the Unreal Engine and creating animation graphs and blueprints to be used in-game. From initial conception of how the graphs and blueprints will look and function, to working with engineers to help implement the work into the game, the role takes in many different aspects of the game cycle. The Technical Animator needs to push the limits of what can be achieved in Unreal and to take the animation at the studio to the next level.

    Key responsibilities:
    • Work within Unreal Engine, creating animation graphs and blueprints so the animation functions as the design requires and has a strong gameplay and visual feel.
    • Push the limits of what is capable in Unreal and constantly strive to find better solutions.
    • Maintain and organise workflow and be in constant communication with the lead animator.
    • Be able to take constructive criticism and also give feedback.
    • Work closely with the Principal Technical Animator to maintain quality of work over the project.
    • Work with Engineers to explain graphs and blueprints and to create a two-way process of explanation and iteration between disciplines.
    • Work with Designers to understand the design requirements of the game. Be flexible and able to quickly adjust work.
    • Responsible for creating/implementing animation content to an excellent standard.
    • Quality control of content in their specialism.
    • Make balanced and rational decisions on the production of assets.
    • Report progress and flag risks and issues.
    • Deliver content on schedule and within technical limitations.

    Experience, qualifications and characteristics:
    • Good knowledge of Unreal is essential.
    • Experience with state machines and basic logic.
    • Scripting in any language is a bonus.
    • Good fundamental knowledge of animation.
    • At least one full project cycle in a content creation role.
    • Good understanding of art production.
    • An outstanding portfolio.
    • Ability to meet deadlines and stick to schedules is essential.
    • Self-motivated and autonomous.
    • Must show problem solving skills and be logical.
    • Excellent communication skills, well-organised and proactive.
    • Able to take and interpret direction and criticism as well as constructively critique the work of others.


    [​IMG]


    Concept Artist (up to 12-month contract)
    To join Rare's highly motivated art team creating concept artwork and supporting creative for art content in Rare's future world-class titles. Potential candidates must be extremely talented, able to creatively express ideas quickly and effectively and thrive under pressure. The successful candidate will need to adapt very quickly to established work process, set styles and work deadlines.

    Key responsibilities:
    • Join an Xbox One game development team in an active work environment.
    • Work well within a team under a Lead Artist.
    • Demonstrate ability to work from briefs of varied complexity.
    • Demonstrate ability to effectively express ideas within short time constraints.
    • Produce concept art to an excellent standard.
    • Make balanced and rational decisions on the production of artwork.
    • Be receptive to constructive criticism.
    • Deliver artwork on schedule.

    Experience, qualifications and characteristics:
    • Outstanding portfolio that demonstrates a variety of concept art.
    • A full understanding of art principles such as colour theory, lighting, perspective and anatomy.
    • Expert level with suitable art package (Photoshop, Painter).
    • Strong environmental and character art skills.
    • Excellent organisational and communication skills.
    • Ability to problem solve.
    • Flexibility to adapt to specific styles.
    • Eye for quality control.
    • Relevant university or further education qualification.
    • 3D package experience (Maya, 3ds Max, SketchUp) a major plus.
    • Graphic design or motion graphics experience a major plus.
    • Games and/or film industry experience required.


    Character Artist
    (up to 12-month contract)We require a talented contract character artist to help us make the next big Rare game. Whether you're a graduate or an experienced artist, if your portfolio is packed with amazing characters then we want to hear from you.

    Key responsibilities:
    • Create character art content to a schedule and level of quality as directed.
    • Contribute to prototyping and pre-production.
    • Create benchmark assets.
    • Assist with quality control over outsourced artwork.
    • Quality control of content in your specialism.
    • Make balanced and rational decisions on the production of assets.
    • Report progress and flag risks and issues.
    • Deliver content on schedule and within technical limitations.

    Experience, qualifications and characteristics:
    • Outstanding portfolio that demonstrates variety of character art pieces, including both realistic and stylised designs.
    • Full understanding of character creation process – modelling/sculpting/texturing.
    • Experience using industry-standard content creation software (Maya, ZBrush, Photoshop or equivalents).
    • Good organisational and communication skills.
    • Strong eye for quality.
    • Strong technical skills a plus.
    • Experience in giving feedback to outsourcers a plus.
    • Able to take and interpret direction and criticism as well as constructively critique the work of others.


    World Artist
    (up to 12-month contract)
    To join our highly talented art department to develop and ship Rare's next big game. Looking for an artist with experience in creating assets for levels with good technical knowledge and expert skills in Maya/ZBrush/UE4 and Photoshop.

    Key responsibilities:
    • Create content to a schedule and level of quality as directed.
    • Work with the discipline lead to deliver content in UE4.
    • Create benchmark assets.
    • Assist with quality control over outsourced artwork.
    • Quality control of content in your specialism.
    • Make balanced and rational decisions on the production of assets.
    • Report progress and flag risks and issues.
    • Deliver content on schedule and within technical limitations.

    Experience, qualifications and characteristics:
    • Outstanding portfolio that demonstrates variety of environments and props, including both realistic and stylised.
    • Experience in world building and a talent for creating scenes and levels with interesting compositions that deliver aesthetic and gameplay requirements.
    • Full understanding of world creation best practice – modelling/sculpting/texturing.
    • Experience using industry-standard content creation software (UE4, Maya, ZBrush, Photoshop or equivalents).
    • Good organisational and communication skills.
    • Excellent artistic ability and proven skills in world building.
    • Strong eye for quality.
    • Strong technical skills a plus.
    • Experience in giving feedback to outsourcers a plus.
    • Able to take and interpret direction and criticism as well as constructively critique the work of others.


    [​IMG]


    SOFTWARE ROLES


    Engineer (up to 12-month contract)
    Responsible for design and implementation of robust, secure and scalable web services, and deployment processes to support customer-facing applications. The successful candidate must have strong communication skills and be able to work side by side with programmers, designers and production staff, and be passionate about owning a reliable high-traffic web application to support console and multi-screen end points. Delivering services with a high quality bar is crucial, and demonstrated skills in creating and supporting technology to test quality at scale will be crucial.

    Key responsibilities:
    • Work with project leads to design, implement and support reliable, secure and scalable backend web services in support of public-facing online applications.
    • Work closely with design and production teams to realise application functionality.
    • Make architectural recommendations for performance stability and security.
    • Analyse feature designs and devise technical solutions.
    • Develop deployment process and mechanisms.
    • Develop and implement stress testing plans and technologies.

    Experience, qualifications and characteristics:
    • Minimum 3 years' professional experience writing C# code.
    • Well-developed understanding of object-oriented design principles and ability to meaningfully communicate their usage.
    • Experience with modern web technologies, e.g. ASP.NET, IIS, WebAPI, RESTful services, streaming media.
    • Minimum 5+ years' experience building online services for web or game applications.
    • Experience supporting a live service with frequent refreshes of content and code.
    • Experience architecting scalable server solutions to support high-traffic and high-bandwidth loads.
    • Experience with planning for secure online deployments and operations.
    • Experience with modern web analytics and data-driven product evolution.
    • Experience developing, deploying and supporting applications on the Microsoft Azure platform.
    • Able to demonstrate knowledge of solid software engineering practices, experience with SCRUM/agile-based methodologies a plus.
    • Self-starter who works well within a creative team.
    • Dynamic problem solver, able to complete tasks in a timely manner.
    • Experience with multiple web technology stacks and SaaS models.
    • Experience developing sign-in flow (user authentication), matchmaking, leaderboards.
    • Experience with Xbox Live (One/360/PC) networking a plus.
    • Passion for web and mobile technology, and also for games.
    • Great sense of humour.


    Engine Programmer (up to 12-month contract)
    The future of games development is building games that can be continually updated and delivered as a service. Rare is seeking an experienced and forward-thinking programmer who will help it to engineer scalable, high-performance games that take advantage of the flexibility this future holds.

    Rare's Engine Programmers work alongside the game team to deliver features that reach across all areas of the game. As with all of Rare's programmers, they feed technical opinion directly into design discussions and help to shape features from inception.

    The ideal candidate for this role will be a strong, technical programmer with deep experience developing and improving low level systems who can dive into multiple areas of an existing engine and make improvements or add features. They will need to demonstrate a solid understanding of the needs of content creators and other engineers and have an appetite for learning new techniques in order to push the boundaries of what is possible.

    Key responsibilities:
    • Drive improvements to the technology used to build Rare's next games.
    • Deliver game engine features, taking advantage of platform-specific features where possible.
    • Use quality-oriented software development practices to deliver high-quality library code.
    • Work with technical leads to cost up and schedule tasks, and to ensure that those tasks are completed in a timely manner.

    Experience, qualifications and characteristics:
    • Have successfully driven the implementation of a large low-level system for a game.
    • Excellent software engineering and software architecture skills.
    • Excellent C++ programming, debugging and optimization skills using modern C++ and STL. Experience writing asynchronous, thread-safe code in C++.
    • Knowledge of performance and memory considerations required for writing high-performance code.
    • Experience in writing multiple low-level systems.
    • Experience in working with different game engines.
    • Experience in working with Unreal Engine.
    • Development of an online multiplayer game at scale.
    • Experience in optimising low-level engine code.
    • Knowledge of C#, Powershell or Python.
    • Working knowledge of Xbox One and the Xbox Live APIs.
    • Cross-platform development experience.
    • Experience with one or more of: loading, serialisation, networking, physics or animation.
    • Occasional travel will be expected.


    Software Engineer – Rendering
    (up to 12-month contract)
    This role is part of the Rendering group in Rare's Tech team. The team, as a whole, is responsible for the development of Rare's engine and tools as well as for making direct contributions to its games. Members of the Tech team work in close collaboration with game teams to understand project needs, develop reusable software to address those needs, and integrate what they develop into the game as necessary.

    The engineers in the Rendering group work directly alongside our technical artists and visual effects specialists to shape and realise the artistic vision for a product. They research and develop cutting-edge rendering techniques that make best use of the platform so that our games shine.

    Key responsibilities:
    • Research and develop both low-level rendering systems and product-level graphical effects to support the artistic vision for our products.
    • Research and develop low-level, general engine systems to support and advance gameplay features in our products.
    • Break down and provide clear feedback on gameplay feature specifications, advocating technical considerations. Assist teams to plan and schedule dependent work effectively.
    • Continuously work to minimise technical debt and maintenance hazards.
    • Build creative solutions to technical problems that enable content creators to achieve world-class results.
    • Create software designs that ensure we can easily support future game feature development.
    • Devote time to personal improvement in order to remain at the cutting edge of graphics programming knowledge.

    Experience, qualifications and characteristics:
    • Experience of implementing modern real-time rendering techniques.
    • Strong C++ programming and debugging skills using modern C++11.
    • An iterative, algorithmic and mathematical approach to solving novel problems.
    • Strong software architecture skills with a proven ability to apply these to the graphics domain.
    • Knowledge of the wider industry, including current and future trends, with the drive to convert this into practical improvements to our technology.
    • Experience of working with several different game engines is an advantage.
    • Experience working on AAA game development cycle would be a plus.
    • Although not essential, experience of developing rendering pipeline tools would be useful.
    • Cross-platform development experience is also beneficial, including development on Windows.


    [​IMG]


    Audio Software Engineer
    (up to 12-month contract)
    This role will involve you working as part of the game technology team to support their audio requirements for an exciting new title. You will be working with Sound Designers and Gameplay Engineers to deliver the assistance and expertise they require to produce an excellent sounding product. However, the fun doesn't stop there. If you like the idea of getting deep into audio signals, manipulating buffers and moving between mixing engines then this is definitely the position for you. This isn't your typical sound.play environment.

    Key responsibilities:
    • Build on top of the existing audio solution in our in-house engine and asset pipeline.
    • Take responsibility for identifying the audio requirements for the title and delivering quality results.
    • Work with the Audio Director and the design team to facilitate their requirements.
    • Represent audio concerns and provide innovative solutions to creative problems.

    Experience, qualifications and characteristics:
    • A general passion for sound.
    • Strong understanding of Wwise audio middleware.
    • Excellent programming and debugging skills using modern C++.
    • Low level understanding of audio software mixers.
    • Understanding of hardware audio systems and audio synthesis concepts.
    • Debugging typical audio signal issues such as clicks, white noise, clipping etc.

    Any of the following would be a bonus:
    • Scripting experience in LUA/Python/Powershell.
    • Experience of using 3D content creation tools such as Maya and knowledge of the Maya API.
    • Experience of writing DSP plug-ins and understanding how to optimize them for modern CPUs.
    • Experience of the challenges of localising audio content.
    • Understanding of different compression codecs.
    • Excellent audio ear. Can hear the difference between sin/square/sawtooth waves and identify them with your eyes closed.
    • Musicianship and mixing experience.
    • Experience of performance optimisation in games.
    • Broad familiarity with game engines and their runtime systems.


    Tools & Build Programmer
    (up to 12-month contract)
    Tools & Build engineers work very closely with Rare's internal game and engine teams, writing tools and constructing systems that help us ship AAA games. And if you've ever felt that writing game tools means being a bottom-feeder, doing everything asked for by end-users, know that Tools Programmers at Rare are held in high esteem. We have the power and responsibility to push back on end user requirements and help define and drive the asset workflow for the whole company.

    Rare's Tools Programmers often get their hands in the engine code too, working with content creators (artists, animators, musicians, designers and gameplay engineers) to develop a smooth end-to-end workflow. We implement our tech using C#, C++, scripts - whatever fits. We insist on peer-review of code and make time for the development of automated tests. The team currently consists of a handful of friendly and talented engineers – each has specialist knowledge but is ultimately a strong generalist with the ability to work on whatever comes their way. We practise an agile development process, keeping the non-engineering overheads at a bare minimum.

    Key responsibilities:
    • Identify issues and implement software to create a smooth and efficient asset pipeline and game development workflow.
    • Minimise technical debt associated with our tools and build infrastructure.
    • Work with art, music, engine, gameplay and design teams to create tools for efficient content generation.
    • Own the process; identify inefficiencies and improve the development process.

    Experience, qualifications and characteristics:
    • Strong problem-solving skills; identifying areas for compromise in order to deliver on time.
    • Strong C# and .Net programming skill.
    • Strong modern C++ programming skill.
    • Strong software design and debugging skills.
    • Ability to critically analyse software suitability and quality.
    • A personable 'can-do' attitude. Excellent at communicating with non-programmers.

    Any of the following would be a bonus:
    • Experience developing software that works with data formats such as XML/JSON.
    • Experience developing software that deals with large numbers of on-disk files (e.g. game assets or other digital media files).
    • Experience in shipping one or more video games.
    • Scripting skills (e.g. Python, Javascript, Windows Batch files).
    • Knowledge of Maya or 3DS Max (concepts and APIs).
    • Experience of Continuous Integration/Delivery systems.
    • Experience of lean, agile, iterative development methods.
    • Familiarity with TDD and regression testing.
    • A technical specialism, such as rendering, animation or audio.
    • SQL and database skills.


    Um mit dem Zahn der Zeit zu gehen werden ebenfalls Leute benötigt die sich mit Netzwerken auskennen, was darauf schließen lässt dass das Spiel nicht ohne einen Multiplayerpart daher kommt, was sich genau hinter dem Spiel verbirgt ist noch nicht bekannt, aber es soll typisch für Rare sein. Also bleibt gespannt und rätselt mit was hinter dem Xbox exklusiv Titel stecken kann.

    Quelle: rare

    Danke @djizzingo für das Einsenden der News, du bist der Beste.
     
    Lunte

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  2. Kommentare (1)
  3. Ein neues Battletoads für die Xbox vielleicht? :love: Dann muss ich mir auch noch diesen Kasten zulegen :rolleyes:
     
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