But we also built the software that powers those games and the platform that lets millions of fans play, share, modify, and build communities around more than 5,000 titles. That makes us a full-spectrum tell me about yourself answer for experienced software engineer pdf studio.
As such, our search for talent has taken us beyond the game industry and into the fields of architecture, economics, psychology, and industrial design. We’re after talented people with original ideas and the passion to realize them. We’re looking for an experienced character artist with a talent for sculpting and character design. We’re interested in artists who share an equal passion for art and games. Sculpt high-resolution character models in Zbrush, Mudbox or 3DCoat. Create clean, low-resolution game topology, uv’s, and textures. Work within multi-disciplinary design teams to help bring characters to life while making them work for the game design.
Collaborate with animators to create characters that can move and perform believably. Collaborate with concept artists to revise and improve character designs. Take pride in and personal ownership of your work. Contribute directly to both the conceptual thinking behind and the physical creation of detailed, high-quality products.
We’re looking for an environment artist skilled at creating 3d architectural models, hard-surface props and foliage. Valve has different projects in various stages of production at all times. Artists will be expected to apply their skills in a wide variety of ways, depending on the day-to-day needs of these projects. Produce high quality textures for PBR workflows. We’re looking for versatile, self-directed artists who have experience in 2D character and world design and enjoy working in a fast-paced, collaborative environment. Your folio should, above all, demonstrate originality, an ability to iterate, and an understanding of color and form. It should also reflect a solid understanding of anatomy and painting, and contain examples that show your awareness and appreciation of Valve’s various Intellectual Properties.
Iterate quickly and submit work that solves problems rather than creates them. Self-manage and also be aware of the needs and requirements of those around you. 3D work to communicate those ideas to the team. The task of a Valve economist is to make good use of the incredible wealth of data concerning these social economies, to pose fresh questions about their workings, and to generate methods for converting new knowledge about these economic vistas into tangible ideas that help improve our customers’ experiences. Research, design, develop, and validate economic models to explain user behavior for all of Valve’s products. Design experiments to validate experimental hypotheses for in-game economies.
Provide insight into short- and long-term behavioral patterns of participants in virtual economies. Inform decision-making at Valve by providing quantitative and economic rationale for various lines of inquiry. Create new avenues of analysis based on existing economic metrics, as well as generating new domains of data to collect and investigate. Collaborate with our business development team to improve the performance of existing pricing strategies and incentives for our customers and partners.
We’re looking for highly experienced and diverse effects artists to solve complex visual problems in a self-directed and efficient way. Applicants should exhibit a strong sense of design, timing and creativity with the ability to also work in a highly technical capacity. Individuals should be comfortable actively identifying effects opportunities, or design and implement effects from scratch to solve existing needs. This can range from longer term tool development to shipping content on a weekly basis.
Sorry, we do not accept student reels. Be comfortable creating content in multiple platforms: game engine, UI, linear media, web etc. Actively collaborate in small teams of other artists or programmers to quickly iterate and execute content. Self-manage time and be aware of opportunities or needs across different company projects. Five or more years of professional experience in effects. Expert knowledge in 3D Packages such as Maya or Houdini.
Ability to actively communicate and work in groups. Ability to self-manage and make good decisions on priorities and timelines. Strong reel exhibiting a good understanding of motion, context and art style. A portfolio or reel must be included with your application, as well as a detailed breakdown of the work done.
For years, Valve has been all about writing software that provides great gameplay experiences. Now we’re developing hardware to enhance those experiences, and you can be a key part of making that happen. Join our highly motivated team that’s doing hardware design, prototyping, testing, and production across a wide range of platforms. Help us invent whole new gaming experiences around novel hardware for the living room and beyond. As an Industrial Designer at Valve, you will join a world-class group of electrical, mechanical, software engineers and designers who are busily defining new entertainment experiences through both hardware and software. We’re hoping to add your expertise in product design and manufacturing, ergonomics, usability, aesthetics, and surfacing to our team. Valve is an entertainment and technology company driven to design and deliver rewarding experiences to customers.
We hire generalists who also exhibit deep expertise. Designers at Valve contribute in a wide variety of ways: We define and articulate goals, we design and ship products, we create and implement user studies, we write press releases and blog posts, we manage projects, and much more. Valve is traditionally a software company. Open platforms like the PC and Mac are important to us, as they enable us and our partners to have a robust and direct relationship with customers. We’re frustrated by the lack of innovation in the computer hardware space though, so we’re jumping in.