Master thesis rendering

We are Frostbite

Frostbite is a technology and collaboration platform for diverse game franchises such as Battlefield, FIFA, Star Wars Battlefront, Mass Effect, Need for Speed, Dragon Age and Plant vs. Zombies Garden Warfare.

Frostbite is widely seen as an industry leading platform for game development, especially when it comes to high fidelity real-time rendering. We are now looking for a master thesis student to join our Frostbite Rendering team in Stockholm.

Your task will be to investigate, research and/or prototype something that could help us make even better looking games in the future!

We thought you might also want to know

Please note this is an unpaid internship that is to be a part of your ongoing university education. We are not able to provide relocation services for this role, so we will prioritize candidates already residing in Sweden. You may be asked to take on a programming test in the recruitment process. Please send your CV, cover letter and a brief description of the thesis subject as part of the application.

Follow this link to send in your application: https://career4.successfactors.com/sfcareer/jobreqcareer?jobId=107544&company=EA&username=

Master thesis subjects

Below is a list of suggestions for master thesis subjects. However, we are also open to your own suggestions!

Scene voxelization and applications

Scene voxelization

Point based scene representation or binary voxelization. For some advanced lighting techniques a approximate and efficient GPU based representation of the scene is required. Investigate existing methods and research around possible representations and implement a prototype.

Many-light shadowing

Many-lights rendering techniques are becoming more and more efficient but adding lights without shadows tend to flatten the world out. We would like to investigate efficient shadowing techniques for spot and omnidirectional like lights that would easily scale to many-lights. A voxel-based scene representation could be used to make visibility query more efficient.

Particles collision

Particles could collide with the voxel instead of the depth buffer. This would give a more coherent behavior non visible surface and out of screen particles.

Ambient occlusion

Improve current AO techniques by tracing the voxel representation of the world.

Fluid simulation

Use the voxel representation to do coarse fluid simulation with improved boundary condition with the world opaque surface.

Progressive voxelization

Refine the voxelization from the many depth buffer we have instead of voxelizing the scene.

Rendering techniques

Volumetric Cloud rendering

Rendering convincing skies is not only the result of the sky and atmosphere simulation only but also the result of beautiful clouds. Frostbite can render beautiful panoramic clouds but it is a very static solution. Dynamic time of day and weather will require more advanced cloud rendering techniques.
We want to investigate different solution to the rendering of a cloud layer or more complex cumulus shapes. They should all render with respect to the sun position with self-shadow and a scattering simulation. Several solutions can be investigated (precomputed transfer, slabs, etc.).  The clouds will need to cast shadow on the environment and the rendering should be scalable enough for them to be rendered into different views within a single frame.

References:
http://vterrain.org/Atmosphere/
http://vterrain.org/Atmosphere/Clouds/
http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Inproceedings@117681e94b6_1e9c7f4/clouds.pdf
http://www-evasion.imag.fr/Publications/2006/BNL06/

Dynamic volumetric smoke/fire simulation

Old school particle billboards are useful in lots of cases and they are very fast to render. But they are not practical when it comes to the simulation of detailed smoke or fire, especially when one desires that extra quality required for some cinematic shots. To this aim, we want to be able to simulate and render smoke/fire simulations for a higher final image quality. Grid based, i.e. Eulerian, simulations are a perfect fit for this use case.
We would like our artists to be able to run such high visual quality simulations in real time in their game while paying attention to performance. As such the simulation will potentially have to scale from very simple smoke to complex heat / black body simulation with vorticity confinement to more advanced details augmentation such as wavelet turbulence, etc. The right parameters and workflow will have to be chosen, researched and developed in Frostbite. We would like the simulation to be real-time and further implementation details would be support for interactions with all scenes elements if required: wind, forces, particles, meshes, etc.

References:
http://http.developer.nvidia.com/GPUGems/gpugems_ch38.html
http://web.stanford.edu/class/cs237d/smoke.pdf
http://www.cs.cornell.edu/~tedkim/wturb/wavelet_turbulence.pdf

Object-space shading

Material and lighting calculations are normally performed directly on visible surface fragments. One alternative is to move either the former or both techniques into object space. Several parameterizations could be used for this, such as UV-mapped textures, Mesh Colors, or spatial hashing. This could allow caching and amortization of shading calculations, and reduce aliasing.

 

References:
http://gpuopen.com/texel-shading/

Dynamic volumetric rendering

Rendering volumetric effects such as smoke using particle billboards give questionable results with very dynamic camera and changing viewpoints. This is especially true when one desires that extra bit of quality required for some cinematic shots. To this aim, we want to be able to render volumetric data in real time to achieve advanced volumetric effect such as smoke, fire or explosions.
We would like our artists to be able to render such high visual quality simulations in real time in their game while paying attention to performance. As such the rendering will have to scale from very simple smoke to more complex emissive heat / black body data. The right input parameters and workflow will have to be researched and developed in Frostbite. We would like the render complexity to scale from real time pre-visualization, game runtime to high visual fidelity cinematic shots. These different levels of complexity will be key when rendering the volumetric data into multiple sub views or for shadow estimation. As such, different pre-computed data representation as well as efficient data structure for empty space skipping will be important. Another areas of interested would be to investigate better temporal integration adapted to volumetric rendering.

References:
http://magnuswrenninge.com/productionvolumerendering
http://gautron.pascal.free.fr/publications/sasia2011/extinctionTransmittanceMaps.pdf

Adaptive shading

Screen resolutions and framerates are constantly increasing, especially in the land of VR. This means that the amount of GPU work required to render a scene also grows. At the same time, there is an increase of spatial and temporal redundancy, meaning that pixels nearby in screen-space and in the temporal domain will look similar. Exploiting redundancy in rendering and shading calculations (in either or both domains) could significantly boost rendering performance.

Sparse volumetric rendering

Our current volumetric rendering simulation is bounded in space to a maximum distance from the main camera view. We would like to investigate porting it to an adaptive sparse system. The conducted in investigation would involve defining page/tile allocation strategies based on participating media primitives and experimenting with hierarchy/LoD. The goal of such a research project would be to result in a faster volumetric rendering solution when primitives are sparsely distributed in a scene while allowing the rendering of volumetric effect virtually to an infinite distance.

http://developer.download.nvidia.com/assets/events/GDC15/Dunn_Alex_SparseFluidSimulation.pdf

Higher fidelity particle rendering

Particle in Frostbite are only rendered as simple texture quad. It can optionally support a normal. Star Wars Battlefront have increase the quality bar by using pre-rendered transmittance texture basically containing volumetric shadow for a few directions. We would like to investigate more advanced way to render particles with a higher quality. Pre-integrated lighting and shadowing would be interesting to investigate: view dependent baking of volumetric data would help bringing particle quality up. This would likely end up with a higher memory requirement, so compression of this data will need to also be investigated.

https://software.intel.com/en-us/blogs/2014/03/31/cloud-rendering-sample

SPH simulation and transformation

Particle simulation in frostbite are simple in a sense that each particles has no knowledge of its neighborhood and other particles. To do more advanced simulation such as water or lava, we would need a Lagrangian particles simulation, e.g. Smooth Particle Hydrodynamic, taking into account the medium viscosity etc. Other simulation could also be used such as n-body simulation. Such complex simulation will have to be run on GPU with appropriate acceleration  data structure.

Simulating fluid, lava or slim is not going to be enough. we will need to render convert the particles into a visual representation that will match the approximated medium. To this extend, different approach could be used such as meta-balls, screen-space splatting, etc.

References:
http://matthias-mueller-fischer.ch/publications/sca03.pdf
http://mmacklin.com/pbf_sig_preprint.pdf
http://blog.mmacklin.com/flex/
http://en.wikipedia.org/wiki/Metaballs
http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf

Gpu particles experimentations

We have a basic framework for GPU particles in which we can start experimenting

  • GPU collision
  • Sorting optimization
  • Temporal sorting experimentation
  • Efficient simulation batching for different emitters

http://www.gdcvault.com/play/1020158/The-Visual-Effects-of-inFAMOUS
http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Gareth_Thomas_Compute-based_GPU_Particle.pdf

Translucent materials

Rendering translucent materials is a complex process as it exhibits complex visual features such as internal details, internal self-shadowing and light scattering. Such materials are important to render plastic, marble, eye or even complex alien skin. The existing solutions in Frostbite will have to be improved in order to handle these more advanced use cases.

Geometry filtering

Investigate methods for getting rid of geometric aliasing (height field/displacement map filtering, screen space NDF, etc.). There are several methods we would like to look at, both at shading level and screen space methods for G-buffer representations.

GPU particle simulation

All our particles are currently CPU simulated, however for some types of effects we could improve performance by simulating on the GPU. Investigate and implement a system that interfaces with the existing workflows but allows for GPU simulated particles. This includes simulation, limited interaction with the world (collision) and possibly rendering dispatching.

Non-classical and hybrid rendering

Current real-time rendering uses primarily triangle rasterization in order to generate images. A few algorithms use alternate representations, and are practical enough for the current generation of hardware. Ray-marching has been used for screen-space reflections and relief mapping. Capsule-based ambient occlusion has proven to be a great tool for improving realism at an affordable GPU cost. Point splatting coupled with temporal super-sampling has found use in non-photorealistic rendering. Voxel and SDF-based approaches have been applied to global illumination and shadowing. There are many more techniques and avenues which could be explored either in their own context, or in a hybrid scheme with rasterization.

Creation tools

BC6-7 compression

These (semi)new texture compression formats have decompression support in newer graphics hardware, but we have not yet found a good library for compressing our source texture either in tool time (pipeline) or runtime. Research existing libraries or implement our own version.

PTEX or LEADR

PTEX parametrization or LEADR (Linear Efficient Anti-aliased Displacement and Reflectance Mapping). Investigate, compare and implement these recent techniques for displacement mapping and surface mapping.

 

Follow this link to send in your application: https://career4.successfactors.com/sfcareer/jobreqcareer?jobId=107544&company=EA&username=

Permalink to this job: http://www.frostbite.com/frostbite-jobs/master-thesis-rendering-2/

Fill in the form and we’ll get back to ya
Close
Expand

VP & Group GM of Frostbite

VP & Group GM of Frostbite, EA Studios

We are EA

And we make games – How cool is that? In fact, we entertain millions of people across the globe with the most amazing and immersive interactive software in the industry. But making games is hard work. That’s why we employ the most creative and passionate people in the industry.

Frostbite is a technology and collaboration platform for diverse game franchises like Battlefield, Mass Effect, Need for Speed, Dragon Age and Plant vs. Zombies Garden Warfare, as well as games such as Star Wars: Battlefront, Mirror’s Edge: Catalyst and EA Sports Rory McIlroy PGA Tour.

Thousands of game developers all over the world are using Frostbite to create games with our proprietary tools. They need efficient, robust and intuitive workflows in order to create awesome games!

 

The Role

The VP & GGM of Frostbite will have an opportunity to work with some of the best people in the industry. This person will be a part of EA Studio’s leadership team and have a key role in defining the future of where this industry is headed.

The VP & GGM is responsible for leading the technology strategy and development plans for EA Studios’ central technology group and core game engine. This individual will lead a global team of developers responsible for creating Frostbite, the world-class engine that powers EA’s AAA HD console games.

This role is responsible for ensuring that this organization collaborates with multiple stakeholders to drive the long term innovative growth of EA Studios’ technology platform and delivers exceptional products and services, while operating within its financial plan. This person will have a central role in evaluating how emerging technology can enable business opportunities and encourage innovation. We are looking for a business-savvy technologist and an inspirational & highly credible leader, who has the capability to articulate the current and future technology needs of EA’s largest franchises, translate these into actionable outcomes and manage a dispersed team effectively to get there.

 

Key responsibilities to deliver success:

  • Lead a strong engineering organization, in partnership with a CTO & COO that has the appropriate balance between innovation and service culture. Cultivate a strong sense of community, recruit and develop exceptional talent so that Frostbite continues to be a destination for top tier technical talent
  • Set group vision and corresponding culture that motivates and retains world class talent required for success
  • Inspire, lead and develop team members and foster strong relationships across EA’s Studios worldwide
  • Work closely with EA Studios’ executive team and EA’s Digital Platform organization to define and implement an integrated platform product strategy, building a common digital platform to support a diverse and evolving offering to HD and mobile gamers
  • Evaluate how technology can be used to enable new business opportunities, increase revenue and manage cost.
  • Establish with the CTO and technical community, a clear technology strategy and roadmap for EA Studios including engine convergence, service offerings and technology solutions to meet the needs of current and future gaming platforms.
  • Proactively identify, incorporate and develop best in class current as well as emerging technologies to encourage innovation across EA Studios with a focus on improved product development and live services
  • Use a deep understanding of the games industry and gaming technology to pursue new technology opportunities at the edge of gaming.
  • Define technology requirements to enable all EA Studios’ processes and services, such as network engagement and analytics.

 

Candidate requirements:

  • The person we are looking for is someone who lives and breathes games, has a strong mix of technical interest, business acumen and people leadership exposure ideally from the gaming industry, and a track record of delivery.
  • A graduate with substantial experience working in a high technology environment (e.g., gaming, online services, software,). Having an MBA would be an asset.
  • Experience managing a significant and global organization; this role has 200+ employees, based in Sweden, UK, USA and Canada.
  • Proven experience building stable and scalable technology solutions to support interactive business operations.
  • Extensive experience leading change initiatives within large, complex, matrixed global environments, with the ability to balance “hands-on” technology expertise and business savvy
  • The candidate should possess strategic business sense, exceptional interpersonal, verbal and written communication skills, and the ability to consistently deliver to deadlines and in complex business environments.

 

What’s in it for you? Glad you asked!

We take care of our staff and have done so during our steady growth over the last decade. In addition to a competitive compensation package we offer our employees 10 EA games per year, massage every three weeks, a variety of sports activities (yoga and cross fit to name a few) and health care allowance. We have a collective bargain agreement with Unionen and Sveriges Ingenjörer and also provide our employees’ with occupational pension.

Although we enjoy working hard, we respect and value our employees’ personal lives. A good work-life balance is something we practice and maintain even during high-intensity periods.

We look forward to receiving your application!

Permalink to this job: http://www.frostbite.com/frostbite-jobs/vp-group-gm-of-frostbite/

Fill in the form and we’ll get back to ya
Close
Expand

Rendering Technical Director

Frostbite is looking for a senior technical director to join our rendering team.

As the Technical Director you will lead an amazing world class team of 20+ rendering engineers and be part of delivering the engine behind some of the best games in the industry. Frostbite is the platform for diverse franchises like Battlefield, Mass Effect, Need for Speed, Dragon Age and Plant vs. Zombies Garden Warfare.

Thousands of game developers all over the world are using Frostbite to create games with our proprietary tools. They need fantastic workflows and features of high quality in order to create awesome games!

In Frostbite you, as the Technical Director, will partner up with the Product Owner and the Development Director to jointly form the heart of the rendering domain. Your part as Technical Director focuses on sustainable software development, ensuring code quality and great engineering practices, as well as overall architecture. Other important responsibilities includes growing the team and communication with various stakeholders on game teams and internally on Frostbite.

KEY RESPONSIBILITIES

  • Accountable for overall quality of code and architecture
  • Establish and drive engineering practices around testing and sustainable software development
  • Collaborate with other groups within Frostbite in coordinating engineering plans and standards
  • Collaborate with game teams using Frostbite to understand needs and drive internal and external behaviors
  • Capture, motivate and specify internal technical projects and prioritize them with the product owner
  • Partner with 3rd party vendors around new technology and opportunities
  • Act as a role model, coach and mentor other members of the team
  • Ensure that there is no unmotivated long-term drift in key metrics (performance and memory)
  • Together with HR and the development director, drive recruitment for rendering

QUALIFICATIONS

  • Proven and long experience of leading software development teams
  • Great understanding and experience of building and delivering software at scale
  • Programmer background with solid C++ knowledge
  • Bachelor/Master’s degree in Computer Science or relevant field, or equivalent experience
  • Strong communication and organizational skills and ability to understand our customers need

BONUS QUALIFICATIONS

  • Good understanding of the modern realtime rendering space
  • Experience of building console games

WHAT SKILLS DOES FROSTBITE LOOK FOR

As the technical director for Frostbite rendering you play an important role not only in the rendering space but in the wider engine team. Your ability to collaborate and can-do-mentality allows us to together push the engine forward and make sure that we succeed in delivering what the game teams need to make fantastic Products.

As a strong and ambitious leader you are what good looks like when it comes to building large scale software. You know how important various forms of testing are and how code/design reviews makes us all better.

Your responsible nature and experience in leading engineers provides an environment that allows the team the freedom they need, as experts, to build fantastic new features but also the direction to maintain what is already there.

In a team that is distributed over multiple locations around the world, you are the glue that holds everyone together to produce a fantastic rendering engine that has a clear familiar architecture.

WHAT’S IN IT FOR YOU? GLAD YOU ASKED!

At Frostbite we take care of our staff and have done so during our steady growth over the last decade. In addition to a competitive compensation package we offer our employees 10 EA games per year, massage every three weeks, a variety of sports activities and health care allowance. We have a collective bargain agreement with Unionen and Sveriges Ingenjörer and also provide our employees’ with occupational pension. Although we enjoy working hard at Frostbite, we respect and value our employees’ personal lives. A good work-life balance is something we practice and maintain even during high-intensity periods. We look forward to receiving your application!

WE THOUGHT YOU MIGHT ALSO WANT TO KNOW

We will review applications continuously. Apply with a resume and cover letter in English. We look forward to receiving your application!

Apply via this link

Permalink to this job: http://www.frostbite.com/frostbite-jobs/rendering-technical-director/

Fill in the form and we’ll get back to ya
Close
Expand

Senior Rendering Engineer

Frostbite is looking for a Rendering Engineer to join the team in Stockholm!

Frostbite is a technology and collaboration platform for diverse game franchises like Battlefield, Mass Effect, Need for Speed, Dragon Age and Plant vs. Zombies Garden Warfare, as well as games such as Star Wars: Battlefront, Mirror’s Edge: Catalyst and EA Sports Rory McIlroy PGA Tour.

Thousands of game developers all over the world are using Frostbite to create games with our proprietary tools. They need efficient, robust and intuitive workflows in order to create awesome games!

You will be part of our team developing applications, services and frameworks for the Frostbite game authoring toolchain. Our software is a critical part of our content creators’ daily work, providing tools for asset creation and tuning, using our development tools and infrastructure.

To be a Senior Engineer in Frostbite Rendering means that you possess valuable skills or know-how, are regarded as a role model and strive to show what good looks like.

This skill or know-how can be your wide experience of how to work as a team, constantly encouraging others to learn and grow, being passionate about something related to Rendering or just great software architecture.

The key is that you bring your flavor to the team and that you systematically encourage others to learn from you.

 

KEY RESPONSIBILITIES

  • Develop and maintain high quality rendering systems for multiple AAA games
  • Research, innovate and implement cutting edge real-time rendering techniques
  • Work tightly with a cross-discipline team to provide highly productive and effective art and content workflows
  • Undertake performance profiling and optimization on multiple platforms
  • Work closely with game team artists and art directors to create effective solutions
  • Inspire and help develop more junior members of the team

 

QUALIFICATIONS

  • Extensive real-time computer graphics knowledge
  • Bachelor/Master’s degree in Computer Science or relevant field, or equivalent experience
  • Expert C++, data-driven design, and architecture skills
  • Expertise at profiling and optimization
  • Strong collaboration and communication skills

 

BONUS QUALIFICATIONS

  • Detailed knowledge of one or more CPU and GPU architectures
  • Console development experience
  • C#/Tool experience
  • Team Lead/Management experience

 

What skills does Frostbite look for?

As our Senior engineer you have drive and you are ambitious. This is not just something you put on your CV but also something you practice and people around you notice this in your can do attitude, personal feedback and shooting-for-the-stars-mentality. And you know that the best way to get there is by getting others to join your cause.

Leadership: We believe you also have an interest in leadership. We think it is essential to understand group dynamics as a member of a team and we want people to pro-actively build the team as team members.

Technical: When it comes to your technical skills we believe we want to see a proven track record of developing and shipping AAA games. We think that you have been credited with developing one or many prominent features or rendering techniques during your career and that you are interested in adding many more to that list during your years at Frostbite.

Social: We think that you are an open and curious person who is eager to learn and teach. You get a kick out of working closely with game teams, getting customer feedback and seeing your work being used in production, rather than just getting a kick out of checking it in to the code repository.

 

What’s in it for you?

At Frostbite we take care of our staff! In addition to a competitive compensation package we offer our employees

  • 25+ vacation days
  • Bonuses
  • Flexible work times
  • Occupational pension
  • 10 EA games per year
  • Free massages
  • A variety of sports activities and health care allowance.
  • We have a collective bargain agreement with Unionen and Sveriges Ingenjörer.
  • We respect and value our employees’ personal lives. A good work-life balance is essential to our long term success!

We will review applications continuously. Apply with a resume and cover letter in English. We look forward to receiving your application!

Apply via this link

Permalink to this job: http://www.frostbite.com/frostbite-jobs/senior-rendering-engineer-2/

Fill in the form and we’ll get back to ya
Close
Expand

Rendering Engineer

Frostbite is looking for a Rendering Engineer to join the team in Stockholm!

 

Frostbite is a technology and collaboration platform for diverse game franchises like Battlefield, Mass Effect, Need for Speed, Dragon Age and Plant vs. Zombies Garden Warfare, as well as games such as Star Wars: Battlefront, Mirror’s Edge: Catalyst and EA Sports Rory McIlroy PGA Tour. Thousands of game developers all over the world are using Frostbite to create games with our proprietary tools. They need efficient, robust and intuitive workflows in order to create awesome games!

 

You will be part of our team developing applications, services and frameworks for the Frostbite game authoring toolchain. Our software is a critical part of our content creators’ daily work, providing tools for asset creation and tuning, using our development tools and infrastructure.

 

As an Engineer on the Frostbite Rendering team, you will be joining a small team of passionate and experienced people working with a variety of rendering disciplines such as lighting, post processing and VFX. The team is tasked to work with the Technical Director and product owner for rendering to come up with a plan for maintaining, innovating and meeting customer expectations in these areas.

 

The team is seated together, have their own meetings together and run most things on a day to day basis. This gives you as an engineer a lot of impact on the plans, solutions and direction. The Frostbite Rendering team is the ideal environment for you to learn, grow and have a meaningful impact.

 

KEY RESPONSIBILITIES

  • Develop and maintain high quality rendering systems for multiple AAA games
  • Research, innovate and implement cutting edge real-time rendering techniques
  • Work tightly with a cross-discipline team to provide highly productive and effective art and content workflows
  • Undertake performance profiling and optimization on multiple platforms
  • Work closely with Game Team Artists and Art Directors to create effective solutions
  • C++ experience

 

BONUS QUALIFICATIONS

  • Knowledge of the graphics pipeline and GPU architecture
  • Experience with multiple platforms such as: PC, PS4, Xbox One, Mobile
  • Expertise at profiling and optimization
  • Bachelor/Master’s degree in Computer Science or relevant field or equivalent experience
  • Strong collaboration and communication skills

 

What skills does Frostbite look for?

A great engineer to us cares about the customer, which in your case will most likely be an artist trying to realize their vision for their game. We believe you have experience developing rendering systems, techniques and workflow and that you also have a strong desire to learn more! We think you like collaborating with others and that you believe that when you help other succeed you also feel successful.

 

What’s in it for you?

At Frostbite we take care of our staff! In addition to a competitive compensation package we offer our employees

  • 25+ vacation days
  • Flexible work times
  • Occupational pension
  • 10 EA games per year
  • Free massages
  • A variety of sports activities and health care allowance
  • We have a collective bargain agreement with Unionen and Sveriges Ingenjörer
  • We respect and value our employees’ personal lives. A good work-life balance is essential to our long term success!

 

We will review applications continuously. Apply online with a resume and cover letter in English. We look forward to receiving your application!

Apply via this link

Permalink to this job: http://www.frostbite.com/frostbite-jobs/rendering-engineer-3/

Fill in the form and we’ll get back to ya
Close
Expand

Technical Artist

The Frostbite team is looking for an experienced Lighting Technical Artist, as part of the team you will be one of the first to get your hands on the newest tools and technology that Frostbite develops and releases to game teams. You will be part of the core technology team that powers games like Battlefield 1, Need for Speed, Dragon Age and Star Wars: Battlefront.

Role Overview

We want creative, committed and communicative people who are passionate about look development, achieving great lighting and streamlining content on various platforms, while feeding back on workflows and playing a supportive role in the Frostbite community. We encourage members of our team to have a sense of ownership and a strong go-ahead spirit. In return we provide great individual freedom and autonomy, true influence and a flat hierarchy.

Key Responsibilities

  • Research, develop and apply real-time lighting techniques to create atmosphere, increase realism, tone and depth, produce a convincing image.
  • Match technical skill with aesthetic judgment to drive development of Frostbite’s lighting and rendering tools.
  • Collaborate with Technical Directors / CG Supervisors on game teams to advise on tools and best practices to achieve their project’s vision for lighting and rendering.
  • Drive look development of assets to define how Frostbite can achieve high-quality visuals.
  • Troubleshoot common rendering and lighting technical issues.
  • Analyzing and optimizing content to achieve desired performance & quality on various platforms and devices.

As a Lighting Technical Artist on the Frostbite team you will closely follow development of features created by the team to feedback on the usability of content workflows and help steer improvements. You will build tech demos and create support material for features that are shipped with every Frostbite release to help educate the Frostbite community and regularly broadcast Frostbite’s capabilities.

You will be closely connected to content creators across all EA studios using Frostbite and have an opportunity to travel around the world for onsite support.

What skills does Frostbite look for?

  • Extensive experience in a wide range of CG Lighting techniques and technical methods.
  • 5+ years’ experience creating photorealistic lighting for games or feature films.
  • Strong understanding of rendering methods.
  • Experience setting up physical cameras and shooting HDR.
  • Experience authoring shaders.
  • Excellent verbal and written communication skills.
  • Previous exposure to game content development – Modeling, Visual Effects, Lighting, Characters, Animation.
  • Good knowledge of Maya and/or other commercial 3D authoring packages.

Plus considered skills

  • Knowledge of scripting languages like MEL / Python

What’s in it for you? Glad you asked!

At Frostbite we take care of our staff and have done so during our steady growth over the last decade. In addition to a competitive compensation package we offer our employees 10 EA games per year, massage every three weeks, a variety of sports activities and health care allowance. We have a collective bargain agreement with Unionen and Sveriges Ingenjörer and also provide our employees’ with occupational pension. Although we enjoy working hard at Frostbite, we respect and value our employees’ personal lives. A good work-life balance is something we practice and maintain even during high-intensity periods. We look forward to receiving your application!

We thought you might also want to know

We will review applications continuously. Apply online with a resume and cover letter in English, stating “Why I want to work at Frostbite”. We look forward to receiving your application!

Apply via this link

Permalink to this job: http://www.frostbite.com/frostbite-jobs/lighting-technical-artist-2/

Fill in the form and we’ll get back to ya
Close
Expand