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Senior Game Designer — Caméras 3c & Cinématiques, Remote

People Can Fly

Job Description
À propos du posteNous recherchons un concepteur de jeu senior spécialisé dans les caméras et les 3C pour rejoindre notre équipe. Vous travaillerez en collaboration avec notre concepteur de caméras actuel et partagerez la responsabilité de l’expérience offerte par la caméra, qu’il s’agisse de la caméra à la troisième personne par-dessus l’épaule ou de nos séquences avec caméra sur rail.La caméra est l’un des premiers éléments que le joueur perçoit et l’un des derniers qu’il remarque lorsqu’elle est bien réalisée. Nous cherchons quelqu'un qui accorde de l'importance à cet aspect et qui a envie de le rendre exceptionnel.Ce poste est en télétravail: vous devrez donc être à l'aise pour travailler de manière autonome et communiquer clairement avec une équipe dispersée géographiquement. Nous recrutons partout au Canada et sommes également ouverts aux candidatures provenant des États-Unis.Ce que vous ferezCaméra à la troisième personneAssurer la conception, l'implémentation et le réglage de la caméra à la troisième personne en vue épaule, incluant les états d'exploration, de visée, de combat et de déplacement.Développer un comportement de caméra réactif aux actions du joueur, avec des transitions fluides entre les différents états, une bonne gestion de la distance et du décalage, ainsi que des tremblements de caméra et des retours visuels qui accompagnent l'action sans nuire au jeu.Résoudre les problèmes de collision, d'occlusion et de cadrage dans les espaces restreints, lors des combats chargés et les environnements verticaux.Caméras sur rail et scriptéesConcevez et mettez en place des séquences de caméras sur rail, telles que des séquences de jeu originales, des poursuites, des scènes de vol et des séquences clés, qui offrent un rendu cinématographique tout en garantissant une excellente expérience de jeu.Créez des transitions fluides entre les caméras contrôlées par le joueur, les caméras sur rail et les caméras scriptées afin que le passage de l’une à l’autre ne soit jamais brusque.Collaborez avec les équipes de conception de niveaux et de cinématiques pour planifier les besoins en matière de caméra dès le début d’un espace ou d’une séquence, plutôt que de les corriger à la fin.3C et sensation de joueurTravailler en étroite collaboration avec les équipes d'animation, de combat et d'ingénierie afin que la caméra, le personnage et les commandes donnent l'impression de ne former qu'un seul et même système..Apporter des suggestions sur la réactivité des commandes, l'aide à la visée et les sensations à chaque instant, dans le cadre plus large des 3C. Qualité et responsabilitéEffectuez régulièrement des tests de jeu, recueillez les impressions des joueurs et de l'équipe, et les transformer en améliorations concrètes.Prenez en charge les bugs liés à la caméra et travaillez à leur correction jusqu'à la sortie du jeu, en faisant des choix judicieux quant aux priorités au fur et à mesure que la production avance.About the roleWe're looking for a Senior Game Designer focused on cameras and 3Cs to join our team. You'll work alongside our current camera designer and share ownership of the camera experience, covering both the third person over the shoulder camera and our rail camera sequences.Camera is one of the first things a player feels and one of the last things they notice when it's done well. We need someone who cares about that and wants to make it great.This is a remote role, so you'll need to be comfortable working independently and communicating clearly with a distributed team. We're hiring anywhere in Canada, and we're also open to candidates based in the US.What you'll doThird person cameraOwn the design, implementation and tuning of the third person over the shoulder camera, including exploration, aiming, combat and traversal states.Build camera behaviour that responds well to the player, with smooth blending between states, good distance and offset handling, and camera shake and feedback that support the action without getting in the way.Solve collision, occlusion and framing problems in tight spaces, busy combat and vertical environments.Rail and scripted camerasDesign and implement rail camera sequences, such as exotic gameplay, chases, flight moments and set pieces, that feel cinematic while enabling great gameplay feel.Create smooth transitions between player controlled, rail and scripted cameras so moving between them never feels jarring.3Cs and player feelWork closely with animation, combat and engineering so camera, character and controls feel like one system.Give input on control responsiveness, aim assist and moment to moment feel as part of the wider 3Cs.Quality and ownershipPlaytest regularly, gather feedback from players and the team, and turn it into clear improvements.Own camera bugs and polish through to ship, making smart calls about priorities as production moves forward.Work with level design and cinematics to plan camera needs early in a space or sequence, instead of fixing them at the end.Qualifications
ExigencesAu moins 5 ans d'expérience dans la conception de jeux vidéo, avec une expertise significative en matière de caméra ou de 3C.Solide expérience dans la conception et le réglage de caméras à la troisième personne, notamment pour les phases de tir, de combat et de déplacement.Expérience dans la création de séquences de caméra sur rail ou scriptées, et dans leur intégration fluide avec les caméras contrôlées par le joueur.Connaissance approfondie des outils de caméra, tel que le gestionnaire de caméra, le ‘spring arm’, les courbes et Sequencer.Bonne maîtrise des mathématiques liées au travail de caméra, notamment les vecteurs, les angles et l'interpolation.Expérience dans la résolution de problèmes liés aux collisions, à l'occlusion et au cadrage dans des environnements complexes.Un sens aigu du cadrage et de la composition, allié à une bonne maîtrise des commandes du joueur et de la réactivité du jeu.Aisance dans le travail à distance et en autonomie, avec une communication claire entre les différentes disciplines et malgré les décalages horaires.Un AtoutUne formation en conception technique, en cinématique ou en programmation de caméra.Une expérience dans la gestion des caméras de plan.Un portefeuille ou une bande-démo présentant vos réalisations en matière de caméra. Nous savons qu'une grande partie de ce travail est soumise à un accord de confidentialité (NDA);
ce n'est donc pas obligatoire.Requirements5+ years of experience in game design, with significant time on camera or 3Cs.Strong experience designing and tuning third-person cameras, including aiming, combat and traversal states.Experience building rail or scripted camera sequences, and blending them smoothly with player controlled cameras.Deep knowledge of camera tools, such as the camera manager, spring arm, curves and Sequencer.A solid grasp of the math behind camera work, including vectors, angles and interpolation.Experience solving collision, occlusion and framing problems in complex environments.A strong eye for framing and composition, balanced with a feel for player control and responsiveness.Comfort working remotely and independently, with clear communication across disciplines and time zones.Nice to haveA background in technical design, cinematics or camera programming.Experience with set piece cameras.A portfolio or reel of camera work. We know a lot of this work is under NDA, so it isn't required.Additional Information
Ce que nous offronsUn ensemble d’avantages sociaux payés à 100 % par PCFLa compagnie d’assurance rembourse les réclamations à 100 % (jusqu’à 1000 $ de services par année, en plus d’une couverture familiale ou individuelle)Une couverture dentaire complète, y compris les soins dentairesLa cotisation égale au REER à hauteur de 4 % avant déductions fiscales, 100 % acquis dès le premier jourUne semaine de congé payé pendant les vacances d’hiver20 jours de congé payé et 5 jours de congé de maladie payéDes séances gratuites de soins virtuels de santé et de bien-être mental, incluses dans le régime pour les membres et leurs personnes à chargeDes occasions de développement personnel et la possibilité d’œuvrer dans un environnement mondialL’occasion de travailler au sein d’une équipe créative avec des personnes passionnées par ce qu’elles font----------------------------What we offer:Benefit package 100% paid by PCF. Insurance company reimburses 100% of claims (Up to $500 per service a year, as well as individual family coverage).Full Dental coverage, including major dental and orthodontics.4% RRSP matching before tax deductions, 100% vested on day 1.Paid week off during Winter Holidays.20 paid vacation days and 5 paid sick days.Free virtual health and mental wellbeing sessions included in the plan for members and their dependents.Personal development opportunities and ability to work in a global environment.Work in a creative team with people full of passion for what they do.Company Description
People Can Fly est l'un des principaux studios indépendants de développement de jeux AAA. Notre équipe internationale est composée de centaines de personnes talentueuses qui travaillent dans nos bureaux en Pologne, au Royaume-Uni, en Irlande, aux États-Unis et au Canada, ainsi qu'à distance dans le monde entier.Fondée en 2002, notre société s'est imposée dans le genre des jeux de tir avec des titres tels que Painkiller, Bulletstorm, Gears of War: Judgement and Outriders. En tant que l'un des studios les plus chevronnés dans l'utilisation du moteur Unreal Engine, nous continuons à développer notre expertise et à dépasser les limites du possible dans le domaine du développement de jeux vidéo.Nos équipes créatives travaillent actuellement sur plusieurs titres captivants : Gears of War: E-Day développé en collaboration avec Microsoft: projet Echo pour KRAFTON;
et Lost Rift, une propriété intellectuelle originale que nous développons en interne selon notre modèle d'auto-édition. Nous explorons également de nouvelles plateformes et expériences avec la réalité virtuelle et d'autres projets non annoncés.Fort de plus de 20 ans d'expérience, PCF continue d'explorer de nouveaux horizons. Notre objectif est de combiner notre expertise avec la créativité des talents les plus brillants et les plus avant-gardistes du secteur, afin de créer la prochaine génération de jeux d'action pour les joueurs du monde entier.Si vous nous rejoignez dans cette aventure, vous aurez la chance de perfectionner votre art, d'élargir vos connaissances et de travailler aux côtés des meilleurs du marché afin de créer des expériences uniques et inoubliables pour les joueurs du monde entier.------------------------------People Can Fly is one of the leading independent AAA game development studios. Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada, as well as remotely across the globe.Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. As one of the most experienced Unreal Engine studios in the industry, we continue to expand on our expertise and push the boundaries of what’s possible in game development.Our creative teams are currently working on several exciting titles: Gears of War: E-Day developed in collaboration with Microsoft;
Project Echo for KRAFTON;
and Lost Rift, an original IP we are developing in-house under our self-publishing model. We are also exploring new platforms and experiences with VR and other unannounced projects.With over 20 years of experience, PCF continues to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talent in the industry, building the next generation of action games for players worldwide.If you join us on this journey, you’ll have the chance to perfect your craft, expand your knowledge, and work alongside industry leaders to create unique, unforgettable experiences for gamers everywhere.
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Vacancy posted 1 hour ago
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