Harebrained Schemes currently has the following positions open. Please read the job descriptions carefully and follow the directions below to apply.
Harebrained Schemes seeks a content designer to work onsite in their Kirkland, WA studio and contribute to the next Shadowrun Returns campaign. This designer will be responsible for the concept, level layout, setup and tuning of single player CRPG levels, down to object placement and scripting using Harebrained Schemes’ proprietary editor while collaborating with the Creative Director, design & writing team.
This freelance contract will begin immediately and run through the end of July, 2015 with the potential for work in the future. Candidates must deliver a short audition piece using the Shadowrun Editor to be considered for this position.
- 1-3 years professional level or content design experience in the game industry
- At least one shipped digital game title
- Knowledge of RPG mission structures, turn-based tactical combat design
- Understanding of RPG dialog design – dialog trees, variables, best practices
- Technically proficient – able to quickly master in-house tools for creation of levels
- Competency with WHEN -> IF -> THEN “trigger-logic” to determine game events
- Strong creative collaboration and communication skills
- High-energy, self-motivated, and flexible
- Experience with the Shadowrun Returns Editor or with the Aurora Game Editor
- Working knowledge of the Shadowrun game setting a big plus
- Prior experience writing in the style and tone of the Shadowrun world
- Has played Shadowrun: Dragonfall – Director’s Cut
Want To Apply?
Please email email@example.com to apply. Include a resume as well as anything else relevant that you’d like us to know about you.
Qualified candidates only, please.
Environment Art Wizard*
Harebrained Schemes seeks an experienced 3D Environment Artist to join our team! We’re a small crew of passionate game-makers, dedicated to crafting fun new experiences across a variety of platforms and genres. Harebrained Schemes is located in Kirkland, WA, and this is a fulltime, on-site position.
What You’ll Do
- Work directly with the Art Director to establish a kickass visual style for a brand new, unannounced PC title.
- Drive the creation of 3D game environments for Unity. We expect you to bring new tricks and techniques to our team.
- Work closely with our engineering team in the creation of rules for modular environment systems.
- Working with a small art team, create 3D assets that can be efficiently re-used, reconfigured, and plugged-in to a modular system.
- You love making (and playing) games, not just making art. Though you love that too!
- Wizard-level modeling skills in Maya. You place each polygon with the precision of a master surgeon.
- You know that realism is not the destination. You aspire to create 3D worlds that are beautiful and unique, not to capture every grass blade and each texture in fine specular detail.
- You know all the stuff we’d expect you to know about art: color, value, lighting, composition, creating focus, atmospheric perspective, and so on.
- You know how to work with shaders and get them to do what you want. You know your way around lighting/lightmaps in Unity.
- You are familiar with technical constraints and considerations like batch count, texture sizes, and atlasing.
- You’re a thought-leader in game environment creation – and you know how to set up the *right* environment art production pipeline based on the needs of the project and the size of the team.
- You’ve shipped several games on PC (ideally with Unity!), and you’re comfortable creating and setting up an environment “end-to-end” – your job’s done when the environment art looks great at runtime, not in Maya.
- You’re organized and comfortable determining your tasks and priorities on your own.
- Nobody else has a good answer? You say “challenge accepted”.
- You love working with others – ‘cause you’ll be stuck working with us, and we’re a highly-collaborative bunch.
- You’re awesome at effects art, too! Particularly within Unity.
- Prior experience creating art for procedurally generated environments.
- Prior experience shipping game environments within console performance constraints.
- Experience with node-based shader editors. (Shader Forge, etc.)
*Bonus: You’re from the moon.
Want To Apply?
Email firstname.lastname@example.org and include a direct link to a portfolio site (or ArtStation etc.) showcasing your best environment art. No PDFs or attachments please, unless it’s specifically to show unreleased work. Please also include a resume and, well, anything else relevant that you’d like us to know about you.