Logo
job logo

Art Director Job at People Can Fly in Chicago Heights

People Can Fly, Chicago Heights, IL, United States


Company Description 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 our expertise and push the boundaries of what’s possible in game development. Our creative teams are currently working on several exciting titles developed in collaboration with leading publishers, as well as original projects under our self-publishing model. We are also exploring new platforms and experiences, including VR and other unannounced projects. With over 20 years of experience, People Can Fly 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. Job Description Main goal of the role Align a multidisciplinary team of artists and developers to craft and maintain a compelling art style that synergizes with the intended creative direction of the game and delights players Collaboration within the studio Art, Design, Engineering, Production, HR, Recruitment Responsibilities Work directly with our publishing partner’s Art Directors, Game Director & PCF’s Creative Director to build and maintain strong relationships and ensure the team executes on the vision set by the publisher. Primary Focus (~70 % of responsibilities): Deliver and support the creative vision for character design, ensuring each asset aligns with and enhances the game’s overall aesthetic. Secondary Focus (~ 30 % of responsibilities): Collaborate closely with VFX, lighting, and UI teams to integrate characters seamlessly across all visual layers and maintain consistency throughout the world. Ensure art production partners have timely and clear feedback to deliver against the project's target schedule and quality. Set art briefs provide information to vendors and PCF team to meet quality thresholds and recommend rework to meet delivery standards and project schedules. Build, evolve and maintain pipelines in partnership with the Technical Art director to meet visual goals and performance targets. Provide art direction feedback to internal and external artists, and proactively ensure art style guides and vendor guides are updated to avoid future downstream issues. Act as the gatekeeper for visual quality, conducting daily reviews and feedback sessions with the ExDev team to evaluate deliverables for visual fidelity, integration readiness, and adherence to standards. Coordinate with production and art leads to ensure external vendors meet quality targets and milestone deadlines. Filter and consolidate feedback before presenting work to our publishing partner for Reviews. Mentor and grow the capabilities of both internal and external art teams, reinforcing externally-defined quality expectations. Translate creative feedback into clear, actionable tasks. Provides constructive feedback and clear communications to enhance behavior and performance, ensuring a continuous improvement approach. Takes responsibility for evaluating their direct reports during periodic performance reviews, providing valuable insights and assessments toward their career development. Fosters an engaging atmosphere within their team, as well as ensuring a healthy work-life balance by setting clear expectations and scope of work, empowering individuals to propose solutions, and express their opinions and make informed decisions. Utilizes data such as pulse checks and satisfaction scores to guide decision‑making. Develops and champions the vision and strategy for the department's and projects' development, ensuring alignment with organizational goals. Effectively communicates with the Development Director, Creative Director, project Directors and stakeholders, Co-Head of Studios and HRBP to present the vision and strategy for the department and project. Offers well‑thought‑out solutions and recommendations. Champions and exemplifies PCF’s system of values, proficiently assessing individuals' behaviors in alignment with these values and effectively communicating and promoting adherence to them. Fosters effective collaboration with other departments to achieve a cohesive effort and enhance overall effectiveness and outcomes. Oversee all game art content, ensuring that visual elements are of the highest possible quality. Driving the project’s artistic vision in line with the overall creative direction for the game. Collaborating with Technical Artists and Leads to develop efficient art pipelines and establish metrics that ensure artistic goals are met within technical performance targets. Keeping informed about the latest advances in game art techniques and technology. Provide consistent, articulate feedback to the Art team that promotes alignment to the artistic vision. Collaborate with Leads to challenge and grow the proficiency of each artist on the team. Be actively involved with and guiding recruitment efforts for the Art Department, vetting candidates, performing interviews / recommending hires. Qualifications Must have qualifications Experience building and delivering at least one AAA game from start to finish. Excellent communication skills (spoken and written). Strong portfolio demonstrating a high level of artistic creativity in one or more game art disciplines across a range of styles. Broad understanding of the entire asset creation process, speaking fluently within each art discipline in order to provide effective feedback. Strong 2D and concept art skills. Expert knowledge of Photoshop. Strong understanding of the latest techniques in 3D modeling. Excellent knowledge of industry-standard software packages for modeling, high‑poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents). Technical mindset with experience in implementing assets in game engines. Understanding of fundamental art theory including principles of composition, elements of design and anatomy. Proven ability to balance aesthetics with performance and usability. Experience with managing a team of developers across multiple disciplines. Good verbal and written communication skills in English. Software Photoshop, industry‑standard software packages for 3D modeling (Maya, 3Dmax, blender), Zbrush, Illustrator, presentation software Additional Information #J-18808-Ljbffr In Summary: People Can Fly is one of the leading independent AAA game development studios in the industry . Our international team consists of hundreds of talented individuals working from offices in Poland, the UK, Ireland, the US, and Canada . Our creative teams are currently working on several exciting titles developed in collaboration with leading publishers . En Español: Company Description People Can Fly es uno de los principales estudios independientes de desarrollo de juegos AAA. Nuestro equipo internacional está compuesto por cientos de individuos talentosos que trabajan desde oficinas en Polonia, el Reino Unido, Irlanda, Estados Unidos y Canadá, así como remotamente en todo el mundo. Fundado en 2002, hemos dejado nuestra marca en el género del shooter con títulos como Painkiller, Bulletstorm, Gears of War: Judgment y Outriders. Nuestro objetivo es combinar nuestra experiencia con la creatividad de los mejores y más futuristas talentos en la industria, construyendo la próxima generación de juegos de acción para jugadores de todo el mundo. Descripción del trabajo Objetivo principal del papel Alinear un equipo multidisciplinario de artistas y desarrolladores para crear y mantener un estilo artístico convincente que se sinergice con la dirección creativa prevista del juego y deleite a los jugadores Colaboración dentro del estudio Arte, diseño, ingeniería, producción, recursos humanos, responsabilidades de reclutamiento Trabajar directamente con nuestros socios editores Directores Artísticos, Director de Juego y director creativo PCFs para construir y mantener relaciones sólidas y asegurar que el equipo ejecuta las fechas fijadas por el editor. Asume la responsabilidad de evaluar sus informes directos durante revisiones periódicas del rendimiento, proporcionando valiosas ideas y evaluaciones para su desarrollo profesional. Fomenta una atmósfera atractiva dentro de su equipo, así como garantiza un equilibrio saludable entre vida laboral y personal estableciendo expectativas claras y el alcance del trabajo, capacitando a las personas para proponer soluciones, expresar sus opiniones y tomar decisiones informadas. Utiliza datos tales como controles de pulso y puntajes de satisfacción para orientar la toma de decisiones. Desarrolla y defiende la visión y estrategia para el desarrollo del departamento y los proyectos, asegurando la alineación con los objetivos organizacionales. Comunica eficazmente con el Director de Desarrollo, director creativo, directores y partes interesadas del proyecto, Co-Head of Studios y HRBP para presentar la vision y la estrategia del Departamento y el proyecto. Ofrece soluciones y recomendaciones bien pensadas. Comprende e ejemplifica la visión artística del sistema de valores PCF, evaluando hábilmente los comportamientos de las personas en línea con estos valores y comunicándose y promoviendo efectivamente su adhesión a ellos. Fomenta una colaboración efectiva con otros departamentos para lograr un esfuerzo cohesivo y mejorar la eficacia y resultados globales. Supervisa todo el contenido del juego, asegurando que los elementos visuales sean de la más alta calidad posible. Conducir la visión artistica del proyecto de acuerdo con la dirección creativa general del juego. Colaborar con Artistas Técnicos y Leads para desarrollar tuberías eficientes de arte y establecer métricas que aseguran que se cumplan con objetivos técnicos. Mantenerse informados sobre los avances en técnicas de rendimiento y tecnología. Proporcionar conocimientos básicos al equipo de trabajo, aportar habilidades adicionales al desarrollo del diseño del software de forma óptima (experimentación técnica) El mejor conocimiento de cada uno de los candidatos debe ser proporcionado a través de los últimos niveles de aprendizaje técnico-técnico y de comunicación.