• Autodesk a décidé de mettre à jour sa collection d'outils 3D pour 2026. Ça sonne plutôt bien, je suppose. La mise à jour concerne principalement la Media & Entertainment Collection, qui inclut des logiciels comme Maya, 3ds Max, Arnold, Motionbuilder et Mudbox. En gros, rien de très nouveau ici.

    Il y a aussi une quinzaine de nodes Bifrost, mais qui s’en soucie vraiment ? Ah oui, et Golaem fait son entrée dans la collection. C'est un plugin pour Maya, apparemment. Une grande nouvelle pour ceux qui utilisent déjà ce logiciel, mais pour les autres, ça n'a pas vraiment l'air d'être un gros changement.

    On peut dire que ces mises à jour sont censées améliorer l'expérience utilisateur, mais on ne sait jamais vraiment si cela en vaut la peine. On espère juste que ça ne causera pas trop de bugs. Qui a vraiment le temps de s’ennuyer avec ça ? Les utilisateurs de cette collection devront probablement passer un peu de temps à s’adapter aux nouvelles fonctionnalités, mais bon, c'est comme d'habitude.

    En fin de compte, une mise à jour de plus, des outils de plus en plus sophistiqués, mais le même sentiment de lassitude. On se demande si tout cela en vaut vraiment la peine. Alors, bonne chance à ceux qui vont plonger dans cette version 2026. Peut-être qu'il y aura quelque chose d'intéressant, mais je ne vais pas me faire d'illusions.

    #Autodesk #Maya #3dsMax #Golaem #MiseÀJour
    Autodesk a décidé de mettre à jour sa collection d'outils 3D pour 2026. Ça sonne plutôt bien, je suppose. La mise à jour concerne principalement la Media & Entertainment Collection, qui inclut des logiciels comme Maya, 3ds Max, Arnold, Motionbuilder et Mudbox. En gros, rien de très nouveau ici. Il y a aussi une quinzaine de nodes Bifrost, mais qui s’en soucie vraiment ? Ah oui, et Golaem fait son entrée dans la collection. C'est un plugin pour Maya, apparemment. Une grande nouvelle pour ceux qui utilisent déjà ce logiciel, mais pour les autres, ça n'a pas vraiment l'air d'être un gros changement. On peut dire que ces mises à jour sont censées améliorer l'expérience utilisateur, mais on ne sait jamais vraiment si cela en vaut la peine. On espère juste que ça ne causera pas trop de bugs. Qui a vraiment le temps de s’ennuyer avec ça ? Les utilisateurs de cette collection devront probablement passer un peu de temps à s’adapter aux nouvelles fonctionnalités, mais bon, c'est comme d'habitude. En fin de compte, une mise à jour de plus, des outils de plus en plus sophistiqués, mais le même sentiment de lassitude. On se demande si tout cela en vaut vraiment la peine. Alors, bonne chance à ceux qui vont plonger dans cette version 2026. Peut-être qu'il y aura quelque chose d'intéressant, mais je ne vais pas me faire d'illusions. #Autodesk #Maya #3dsMax #Golaem #MiseÀJour
    Autodesk met à jour ses outils 3D : quoi de neuf pour 2026 ?
    Autodesk annonce une mise à jour de son Autodesk Media & Entertainment Collection, qui passe en version 2026. Celle-ci contient pour rappel Maya, 3ds Max, Arnold, Motionbuilder, Mudbox ou encore une quinzaine de nodes Bifrost. Golaem rejoint la s
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  • Autodesk adds AI animation tool MotionMaker to Maya 2026.1

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    A still from a demo shot created using MotionMaker, the new generative AI toolset introduced in Maya 2026.1 for roughing out movement animations.

    Autodesk has released Maya 2026.1, the latest version of its 3D modeling and animation software for visual effects, games and motion graphics work.The release adds MotionMaker, a new AI-based system for generating movement animations for biped and quadruped characters, especially for previs and layout work.
    Other changes include a new modular character rigging framework inside Bifrost for Maya, plus updates to liquid simulation, OpenPBR support and USD workflows.
    Autodesk has also released Maya Creative 2026.1, the corresponding update to the cut-down edition of Maya for smaller studios.

    MotionMaker: new generative AI tool roughs out movement animations

    The headline feature in Maya 2026.1 is MotionMaker: a new generative animation system.It lets users “create natural character movements in minutes instead of hours”, using a workflow more “like giving stage directions to a digital actor” than traditional animation.
    Users set keys for a character’s start and end positions, or create a guide path in the viewport, and MotionMaker automatically generates the motion in between.
    At the minute, that mainly means locomotion cycles, for both bipeds and quadrupeds, plus a few other movements, like jumping or sitting.
    Although MotionMaker is designed for “anyone in the animation pipeline”, the main initial use cases seem to be layout and previs rather than hero animation.
    Its output is also intended to be refined manually – Autodesk’s promotional material describes it as getting users “80% of the way there” for “certain types of shots”.
    Accordingly, MotionMaker comes with its own Editor window, which provides access to standard Maya animation editing tools.
    Users can layer in animation from other sources, including motion capture or keyframe animation retargeted from other characters: to add upper body movements, for example.
    There are a few more MotionMaker-specific controls: the video above shows speed ramping, to control the time it takes the character to travel between two points.
    There is also a Character Scale setting, which determines how a character’s size and weight is expressed through the animation generated.
    You can read more about the design and aims of MotionMaker in a Q&A with Autodesk Senior Principal Research Scientist Evan Atherton on Autodesk’s blog.
    According to Atherton, the AI models were trained using motion capture data “specifically collected for this tool”.
    That includes source data from male and female human performers, plus wolf-style dogs, although the system is “designed to support additionalstyles” in future.

    Bifrost: new modular character rigging framework

    Character artists and animators also get a new modular rigging framework in Bifrost.Autodesk has been teasing new character rigging capabilities in the node-based framework for building effects since Maya 2025.1, but this seems to be its official launch.
    The release is compatibility-breaking, and does not work with earlier versions of the toolset.
    The new Rigging Module Framework is described as a “modular, compound-based system for building … production-ready rigs”, and is “fully integrated with Maya”.
    Animators can “interact with module inputs and outputs directly from the Maya scene”, and rigs created with Bifrost can be converted into native Maya controls, joints and attributes.

    Bifrost: improvements to liquid simulation and workflow
    Bifrost 2.14 for Maya also features improvements to Bifrost’s existing functionality, particularly liquid simulation.
    The properties of collider objects, like bounciness, stickiness and roughness, can now influence liquid behavior in the same way they do particle behavior and other collisions.
    In addition, a new parameter controls air drag on foam and spray thrown out by a liquid.
    Workflow improvements include the option to convert Bifrost curves to Maya scene curves, and batch execution, to write out cache files “without the risk of accidentally overwriting them”.

    LookdevX: support for OpenPBR in FBX files
    LookdevX, Maya’s plugin for creating USD shading graphs, has also been updated.
    Autodesk introduced support for OpenPBR, the open material standard intended as a unified successor to the Autodesk Standard Surface and Adobe Standard Material, in 2024.
    To that, the latest update adds support for OpenPBR materials in FBX files, making it possible to import or export them from other applications that support OpenPBR: at the minute, 3ds Max plus some third-party renderers.
    LookdevX 1.8 also features a number of workflow improvements, particularly on macOS.
    USD for Maya: workflow improvements

    USD for Maya, the software’s USD plugin, also gets workflow improvements, with USD for Maya 0.32 adding support for animation curves for camera attributes in exports.Other changes include support for MaterialX documents and better representation of USD lights in the viewport.
    Arnold for Maya: performance improvements

    Maya’s integration plugin for Autodesk’s Arnold renderer has also been updated, with MtoA 5.5.2 supporting the changes in Arnold 7.4.2.They’re primarily performance improvements, especially to scene initialization times when rendering on machines with high numbers of CPU cores.
    Maya Creative 2026.1 also released

    Autodesk has also released Maya Creative 2026.1, the corresponding update to the cut-down edition of Maya aimed at smaller studios, and available on a pay-as-you-go basis.It includes most of the new features from Maya 2026.1, including MotionMaker, but does not include Bifrost for Maya.
    Price and system requirements

    Maya 2026.1 is available for Windows 10+, RHEL and Rocky Linux 8.10/9.3/9.5, and macOS 13.0+.The software is rental-only. Subscriptions cost /month or /year, up a further /month or /year since the release of Maya 2026.
    In many countries, artists earning under /year and working on projects valued at under /year, qualify for Maya Indie subscriptions, now priced at /year.
    Maya Creative is available pay-as-you-go, with prices starting at /day, and a minimum spend of /year.
    Read a full list of new features in Maya 2026.1 in the online documentation

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    #autodesk #adds #animation #tool #motionmaker
    Autodesk adds AI animation tool MotionMaker to Maya 2026.1
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; A still from a demo shot created using MotionMaker, the new generative AI toolset introduced in Maya 2026.1 for roughing out movement animations. Autodesk has released Maya 2026.1, the latest version of its 3D modeling and animation software for visual effects, games and motion graphics work.The release adds MotionMaker, a new AI-based system for generating movement animations for biped and quadruped characters, especially for previs and layout work. Other changes include a new modular character rigging framework inside Bifrost for Maya, plus updates to liquid simulation, OpenPBR support and USD workflows. Autodesk has also released Maya Creative 2026.1, the corresponding update to the cut-down edition of Maya for smaller studios. MotionMaker: new generative AI tool roughs out movement animations The headline feature in Maya 2026.1 is MotionMaker: a new generative animation system.It lets users “create natural character movements in minutes instead of hours”, using a workflow more “like giving stage directions to a digital actor” than traditional animation. Users set keys for a character’s start and end positions, or create a guide path in the viewport, and MotionMaker automatically generates the motion in between. At the minute, that mainly means locomotion cycles, for both bipeds and quadrupeds, plus a few other movements, like jumping or sitting. Although MotionMaker is designed for “anyone in the animation pipeline”, the main initial use cases seem to be layout and previs rather than hero animation. Its output is also intended to be refined manually – Autodesk’s promotional material describes it as getting users “80% of the way there” for “certain types of shots”. Accordingly, MotionMaker comes with its own Editor window, which provides access to standard Maya animation editing tools. Users can layer in animation from other sources, including motion capture or keyframe animation retargeted from other characters: to add upper body movements, for example. There are a few more MotionMaker-specific controls: the video above shows speed ramping, to control the time it takes the character to travel between two points. There is also a Character Scale setting, which determines how a character’s size and weight is expressed through the animation generated. You can read more about the design and aims of MotionMaker in a Q&A with Autodesk Senior Principal Research Scientist Evan Atherton on Autodesk’s blog. According to Atherton, the AI models were trained using motion capture data “specifically collected for this tool”. That includes source data from male and female human performers, plus wolf-style dogs, although the system is “designed to support additionalstyles” in future. Bifrost: new modular character rigging framework Character artists and animators also get a new modular rigging framework in Bifrost.Autodesk has been teasing new character rigging capabilities in the node-based framework for building effects since Maya 2025.1, but this seems to be its official launch. The release is compatibility-breaking, and does not work with earlier versions of the toolset. The new Rigging Module Framework is described as a “modular, compound-based system for building … production-ready rigs”, and is “fully integrated with Maya”. Animators can “interact with module inputs and outputs directly from the Maya scene”, and rigs created with Bifrost can be converted into native Maya controls, joints and attributes. Bifrost: improvements to liquid simulation and workflow Bifrost 2.14 for Maya also features improvements to Bifrost’s existing functionality, particularly liquid simulation. The properties of collider objects, like bounciness, stickiness and roughness, can now influence liquid behavior in the same way they do particle behavior and other collisions. In addition, a new parameter controls air drag on foam and spray thrown out by a liquid. Workflow improvements include the option to convert Bifrost curves to Maya scene curves, and batch execution, to write out cache files “without the risk of accidentally overwriting them”. LookdevX: support for OpenPBR in FBX files LookdevX, Maya’s plugin for creating USD shading graphs, has also been updated. Autodesk introduced support for OpenPBR, the open material standard intended as a unified successor to the Autodesk Standard Surface and Adobe Standard Material, in 2024. To that, the latest update adds support for OpenPBR materials in FBX files, making it possible to import or export them from other applications that support OpenPBR: at the minute, 3ds Max plus some third-party renderers. LookdevX 1.8 also features a number of workflow improvements, particularly on macOS. USD for Maya: workflow improvements USD for Maya, the software’s USD plugin, also gets workflow improvements, with USD for Maya 0.32 adding support for animation curves for camera attributes in exports.Other changes include support for MaterialX documents and better representation of USD lights in the viewport. Arnold for Maya: performance improvements Maya’s integration plugin for Autodesk’s Arnold renderer has also been updated, with MtoA 5.5.2 supporting the changes in Arnold 7.4.2.They’re primarily performance improvements, especially to scene initialization times when rendering on machines with high numbers of CPU cores. Maya Creative 2026.1 also released Autodesk has also released Maya Creative 2026.1, the corresponding update to the cut-down edition of Maya aimed at smaller studios, and available on a pay-as-you-go basis.It includes most of the new features from Maya 2026.1, including MotionMaker, but does not include Bifrost for Maya. Price and system requirements Maya 2026.1 is available for Windows 10+, RHEL and Rocky Linux 8.10/9.3/9.5, and macOS 13.0+.The software is rental-only. Subscriptions cost /month or /year, up a further /month or /year since the release of Maya 2026. In many countries, artists earning under /year and working on projects valued at under /year, qualify for Maya Indie subscriptions, now priced at /year. Maya Creative is available pay-as-you-go, with prices starting at /day, and a minimum spend of /year. Read a full list of new features in Maya 2026.1 in the online documentation Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. #autodesk #adds #animation #tool #motionmaker
    WWW.CGCHANNEL.COM
    Autodesk adds AI animation tool MotionMaker to Maya 2026.1
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" A still from a demo shot created using MotionMaker, the new generative AI toolset introduced in Maya 2026.1 for roughing out movement animations. Autodesk has released Maya 2026.1, the latest version of its 3D modeling and animation software for visual effects, games and motion graphics work.The release adds MotionMaker, a new AI-based system for generating movement animations for biped and quadruped characters, especially for previs and layout work. Other changes include a new modular character rigging framework inside Bifrost for Maya, plus updates to liquid simulation, OpenPBR support and USD workflows. Autodesk has also released Maya Creative 2026.1, the corresponding update to the cut-down edition of Maya for smaller studios. MotionMaker: new generative AI tool roughs out movement animations The headline feature in Maya 2026.1 is MotionMaker: a new generative animation system.It lets users “create natural character movements in minutes instead of hours”, using a workflow more “like giving stage directions to a digital actor” than traditional animation. Users set keys for a character’s start and end positions, or create a guide path in the viewport, and MotionMaker automatically generates the motion in between. At the minute, that mainly means locomotion cycles, for both bipeds and quadrupeds, plus a few other movements, like jumping or sitting. Although MotionMaker is designed for “anyone in the animation pipeline”, the main initial use cases seem to be layout and previs rather than hero animation. Its output is also intended to be refined manually – Autodesk’s promotional material describes it as getting users “80% of the way there” for “certain types of shots”. Accordingly, MotionMaker comes with its own Editor window, which provides access to standard Maya animation editing tools. Users can layer in animation from other sources, including motion capture or keyframe animation retargeted from other characters: to add upper body movements, for example. There are a few more MotionMaker-specific controls: the video above shows speed ramping, to control the time it takes the character to travel between two points. There is also a Character Scale setting, which determines how a character’s size and weight is expressed through the animation generated. You can read more about the design and aims of MotionMaker in a Q&A with Autodesk Senior Principal Research Scientist Evan Atherton on Autodesk’s blog. According to Atherton, the AI models were trained using motion capture data “specifically collected for this tool”. That includes source data from male and female human performers, plus wolf-style dogs, although the system is “designed to support additional [motion] styles” in future. Bifrost: new modular character rigging framework Character artists and animators also get a new modular rigging framework in Bifrost.Autodesk has been teasing new character rigging capabilities in the node-based framework for building effects since Maya 2025.1, but this seems to be its official launch. The release is compatibility-breaking, and does not work with earlier versions of the toolset. The new Rigging Module Framework is described as a “modular, compound-based system for building … production-ready rigs”, and is “fully integrated with Maya”. Animators can “interact with module inputs and outputs directly from the Maya scene”, and rigs created with Bifrost can be converted into native Maya controls, joints and attributes. Bifrost: improvements to liquid simulation and workflow Bifrost 2.14 for Maya also features improvements to Bifrost’s existing functionality, particularly liquid simulation. The properties of collider objects, like bounciness, stickiness and roughness, can now influence liquid behavior in the same way they do particle behavior and other collisions. In addition, a new parameter controls air drag on foam and spray thrown out by a liquid. Workflow improvements include the option to convert Bifrost curves to Maya scene curves, and batch execution, to write out cache files “without the risk of accidentally overwriting them”. LookdevX: support for OpenPBR in FBX files LookdevX, Maya’s plugin for creating USD shading graphs, has also been updated. Autodesk introduced support for OpenPBR, the open material standard intended as a unified successor to the Autodesk Standard Surface and Adobe Standard Material, in 2024. To that, the latest update adds support for OpenPBR materials in FBX files, making it possible to import or export them from other applications that support OpenPBR: at the minute, 3ds Max plus some third-party renderers. LookdevX 1.8 also features a number of workflow improvements, particularly on macOS. USD for Maya: workflow improvements USD for Maya, the software’s USD plugin, also gets workflow improvements, with USD for Maya 0.32 adding support for animation curves for camera attributes in exports.Other changes include support for MaterialX documents and better representation of USD lights in the viewport. Arnold for Maya: performance improvements Maya’s integration plugin for Autodesk’s Arnold renderer has also been updated, with MtoA 5.5.2 supporting the changes in Arnold 7.4.2.They’re primarily performance improvements, especially to scene initialization times when rendering on machines with high numbers of CPU cores. Maya Creative 2026.1 also released Autodesk has also released Maya Creative 2026.1, the corresponding update to the cut-down edition of Maya aimed at smaller studios, and available on a pay-as-you-go basis.It includes most of the new features from Maya 2026.1, including MotionMaker, but does not include Bifrost for Maya. Price and system requirements Maya 2026.1 is available for Windows 10+, RHEL and Rocky Linux 8.10/9.3/9.5, and macOS 13.0+.The software is rental-only. Subscriptions cost $255/month or $2,010/year, up a further $10/month or $65/year since the release of Maya 2026. In many countries, artists earning under $100,000/year and working on projects valued at under $100,000/year, qualify for Maya Indie subscriptions, now priced at $330/year. Maya Creative is available pay-as-you-go, with prices starting at $3/day, and a minimum spend of $300/year. Read a full list of new features in Maya 2026.1 in the online documentation Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
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  • People Can Fly cancels two games and lays off developers

    People Can Fly, the developer of Outriders and Gears of War: Judgement, announced Monday that its ending development on two of its upcoming games due to issues with its publisher and an inability to secure funding to continue development. As part of this decision, People Can Fly will be forced "significantly regroup" and "scale downteams," the studio's CEO Sebastian Wojciechowksi shared in a statement on LinkedIn.
    The statement doesn't elaborate on how many staff will be impacted by the cuts, but does call out Project Gemini and Project Bifrost as the two games being cancelled. People Can Fly made the decision to shut down Gemini because the game's publisher failed to provide a publishing agreement and didn't communicate "its willingness to continue or terminate the Gemini project." Without that publishing deal or the funds to continue working on Bifrost — a self-published VR game — the studio was forced to cancel it, too.
    This isn't the first time People Can Fly has shut down a project or made cuts to its teams. In December 2024, the studio announced that it was ending development on a game called Project Victoria and also reducing the number of people working on Bifrost. In that same announcement, People Can Fly also revealed that Square Enix was publishing Gemini.
    People Can Fly last worked with Square Enix to publish Outriders, somewhat of a minor cult hit now, but not a commercial success at launch. Even with the cuts and cancelled games, the studio still has multiple upcoming projects in the works, including Project Delta, which People Can Fly is creating for Sony and Gears of War: E-Day, which the studio is co-developing with Xbox studio The Coalition.This article originally appeared on Engadget at
    #people #can #fly #cancels #two
    People Can Fly cancels two games and lays off developers
    People Can Fly, the developer of Outriders and Gears of War: Judgement, announced Monday that its ending development on two of its upcoming games due to issues with its publisher and an inability to secure funding to continue development. As part of this decision, People Can Fly will be forced "significantly regroup" and "scale downteams," the studio's CEO Sebastian Wojciechowksi shared in a statement on LinkedIn. The statement doesn't elaborate on how many staff will be impacted by the cuts, but does call out Project Gemini and Project Bifrost as the two games being cancelled. People Can Fly made the decision to shut down Gemini because the game's publisher failed to provide a publishing agreement and didn't communicate "its willingness to continue or terminate the Gemini project." Without that publishing deal or the funds to continue working on Bifrost — a self-published VR game — the studio was forced to cancel it, too. This isn't the first time People Can Fly has shut down a project or made cuts to its teams. In December 2024, the studio announced that it was ending development on a game called Project Victoria and also reducing the number of people working on Bifrost. In that same announcement, People Can Fly also revealed that Square Enix was publishing Gemini. People Can Fly last worked with Square Enix to publish Outriders, somewhat of a minor cult hit now, but not a commercial success at launch. Even with the cuts and cancelled games, the studio still has multiple upcoming projects in the works, including Project Delta, which People Can Fly is creating for Sony and Gears of War: E-Day, which the studio is co-developing with Xbox studio The Coalition.This article originally appeared on Engadget at #people #can #fly #cancels #two
    WWW.ENGADGET.COM
    People Can Fly cancels two games and lays off developers
    People Can Fly, the developer of Outriders and Gears of War: Judgement, announced Monday that its ending development on two of its upcoming games due to issues with its publisher and an inability to secure funding to continue development. As part of this decision, People Can Fly will be forced "significantly regroup" and "scale down [its] teams," the studio's CEO Sebastian Wojciechowksi shared in a statement on LinkedIn. The statement doesn't elaborate on how many staff will be impacted by the cuts, but does call out Project Gemini and Project Bifrost as the two games being cancelled. People Can Fly made the decision to shut down Gemini because the game's publisher failed to provide a publishing agreement and didn't communicate "its willingness to continue or terminate the Gemini project." Without that publishing deal or the funds to continue working on Bifrost — a self-published VR game — the studio was forced to cancel it, too. This isn't the first time People Can Fly has shut down a project or made cuts to its teams. In December 2024, the studio announced that it was ending development on a game called Project Victoria and also reducing the number of people working on Bifrost. In that same announcement, People Can Fly also revealed that Square Enix was publishing Gemini. People Can Fly last worked with Square Enix to publish Outriders, somewhat of a minor cult hit now, but not a commercial success at launch. Even with the cuts and cancelled games, the studio still has multiple upcoming projects in the works, including Project Delta, which People Can Fly is creating for Sony and Gears of War: E-Day, which the studio is co-developing with Xbox studio The Coalition.This article originally appeared on Engadget at https://www.engadget.com/gaming/people-can-fly-cancels-two-games-and-lays-off-developers-220310524.html?src=rss
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  • People Can Fly cancels two projects and confirms it will once again have to "scale down" its teams

    People Can Fly cancels two projects and confirms it will once again have to "scale down" its teams
    "We wish to express our deepest regret and sadness over how these events have unfolded."

    Image credit: People Can Fly/Square Enix

    News

    by Vikki Blake
    Contributor

    Published on June 1, 2025

    People Can Fly has cancelled two projects and "scaled down" its teams.
    In a statement posted to LinkedIn this afternoon, CEO Sebastian Wojciechowski said it had been a "difficult decision" but attributed the suspension of Project Gemini and Bifrost to the publisher "not presentus with a draft of the subsequent content rider to the Publishing Agreement", and the Group's cash flow, "which showed a lack of prospects", respectively.
    "Today we made a very difficult decision to suspend the development of project Gemini and project Bifrost - the relevant current reports have been released to the market," Wojciechowski wrote.
    "The suspension of the Gemini project is a consequence of the fact that the Publisher has not presented us with a draft of the subsequent content rider to the Publishing Agreement covering the terms and conditions of further milestone on project Gemini and the lack of communication from the Publisher as to its willingness to continue or terminate the Gemini project.
    "Project Bifrost was suspended due to the above and the analysis of the Group's cash flow, which showed a lack of prospects for securing organisational resources and funds necessary to continue the production and release of this project.
    "As a result, we have to significantly regroup as a studio and scale down our teams, which hurts the most," Wojciechowski added. "We wish to express our deepest regret and sadness over how these events have unfolded and our sincere gratitude for everyone's contribution up to this point."
    Wojciechowski did not specify which publisher he thought had failed to "communicate", but the studio has worked with several publishing partners, most recently Square Enix, Krafton, and Sony. It's also working on Gears of War: E-Day.
    In December, People Can Fly the Outriders developer announced its second round of layoffs in less than a year, this time affecting "more than 120" people. The move accompanies the cancellation or downsizing of several projects, with the studio blaming "external market pressures".
    #people #can #fly #cancels #two
    People Can Fly cancels two projects and confirms it will once again have to "scale down" its teams
    People Can Fly cancels two projects and confirms it will once again have to "scale down" its teams "We wish to express our deepest regret and sadness over how these events have unfolded." Image credit: People Can Fly/Square Enix News by Vikki Blake Contributor Published on June 1, 2025 People Can Fly has cancelled two projects and "scaled down" its teams. In a statement posted to LinkedIn this afternoon, CEO Sebastian Wojciechowski said it had been a "difficult decision" but attributed the suspension of Project Gemini and Bifrost to the publisher "not presentus with a draft of the subsequent content rider to the Publishing Agreement", and the Group's cash flow, "which showed a lack of prospects", respectively. "Today we made a very difficult decision to suspend the development of project Gemini and project Bifrost - the relevant current reports have been released to the market," Wojciechowski wrote. "The suspension of the Gemini project is a consequence of the fact that the Publisher has not presented us with a draft of the subsequent content rider to the Publishing Agreement covering the terms and conditions of further milestone on project Gemini and the lack of communication from the Publisher as to its willingness to continue or terminate the Gemini project. "Project Bifrost was suspended due to the above and the analysis of the Group's cash flow, which showed a lack of prospects for securing organisational resources and funds necessary to continue the production and release of this project. "As a result, we have to significantly regroup as a studio and scale down our teams, which hurts the most," Wojciechowski added. "We wish to express our deepest regret and sadness over how these events have unfolded and our sincere gratitude for everyone's contribution up to this point." Wojciechowski did not specify which publisher he thought had failed to "communicate", but the studio has worked with several publishing partners, most recently Square Enix, Krafton, and Sony. It's also working on Gears of War: E-Day. In December, People Can Fly the Outriders developer announced its second round of layoffs in less than a year, this time affecting "more than 120" people. The move accompanies the cancellation or downsizing of several projects, with the studio blaming "external market pressures". #people #can #fly #cancels #two
    WWW.EUROGAMER.NET
    People Can Fly cancels two projects and confirms it will once again have to "scale down" its teams
    People Can Fly cancels two projects and confirms it will once again have to "scale down" its teams "We wish to express our deepest regret and sadness over how these events have unfolded." Image credit: People Can Fly/Square Enix News by Vikki Blake Contributor Published on June 1, 2025 People Can Fly has cancelled two projects and "scaled down" its teams. In a statement posted to LinkedIn this afternoon, CEO Sebastian Wojciechowski said it had been a "difficult decision" but attributed the suspension of Project Gemini and Bifrost to the publisher "not present[ing] us with a draft of the subsequent content rider to the Publishing Agreement", and the Group's cash flow, "which showed a lack of prospects", respectively. "Today we made a very difficult decision to suspend the development of project Gemini and project Bifrost - the relevant current reports have been released to the market," Wojciechowski wrote. "The suspension of the Gemini project is a consequence of the fact that the Publisher has not presented us with a draft of the subsequent content rider to the Publishing Agreement covering the terms and conditions of further milestone on project Gemini and the lack of communication from the Publisher as to its willingness to continue or terminate the Gemini project. "Project Bifrost was suspended due to the above and the analysis of the Group's cash flow, which showed a lack of prospects for securing organisational resources and funds necessary to continue the production and release of this project. "As a result, we have to significantly regroup as a studio and scale down our teams, which hurts the most," Wojciechowski added. "We wish to express our deepest regret and sadness over how these events have unfolded and our sincere gratitude for everyone's contribution up to this point." Wojciechowski did not specify which publisher he thought had failed to "communicate", but the studio has worked with several publishing partners, most recently Square Enix, Krafton, and Sony. It's also working on Gears of War: E-Day. In December, People Can Fly the Outriders developer announced its second round of layoffs in less than a year, this time affecting "more than 120" people. The move accompanies the cancellation or downsizing of several projects, with the studio blaming "external market pressures".
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  • Senior Level Artist - remote at People Can Fly

    Senior Level Artist - remotePeople Can FlyMontréal QC ca2 hours agoApplyJob DescriptionCréation de la géométrie et de la composition du monde pour les niveaux dans Unreal Engine.Création efficace de niveaux jouables en fonction de la vision du directeur ou de la directrice artistique et des besoins liés à la conception des niveaux, en collaboration avec le concepteur ou la conceptrice principal.Réaménagement d’éléments existants dans de nouvelles formes.Blocage des modules et des niveaux, création des premiers matériaux.Maintien des pipelines de production et des flux de travail dans les délais impartis.Au moins 3 ans d’expérience dans la création de la géométrie de monde pour les niveaux.Expérience de travail avec Unreal Engine 5.Capacité à utiliser quotidiennement des nuanceurs en PBR et la cartographie normales.Expérience dans la création d’esthétiques créatives et visuelles de haute qualité et connaissances techniques en la matière.Capacité à s’adapter rapidement à un style artistique en particulier.Capacité à s’adapter à partir de directives et à améliorer de nouveaux styles, techniques et flux de travail.Compréhension de base de la théorie des couleurs.Bonnes compétences en communication écrite et orale en anglais.Esprit d’équipe et ouverture.Forte éthique de travail et motivation personnelle.Passion pour les jeux vidéo et leur création.Creation of world geometry and composition for levels in Unreal Engine.Effective creation of playable levels based on the art director's vision and level design needs, in collaboration with the lead designer.Rearrange existing elements into new forms.Blocking of modules and levels, creation of initial materials.Maintain production pipelines and workflows on schedule.At least 3 years' experience creating world geometry for levels.Experience working with Unreal Engine 5.Ability to use PBR shaders and normal mapping on a daily basis.Experience and technical knowledge of creating high-quality creative and visual aesthetics.Ability to adapt quickly to a particular artistic style.Ability to adapt from guidelines and improve new styles, techniques and workflows.Basic understanding of color theory.Good written and oral communication skills in English.Team spirit and openness.Strong work ethic and self-motivation.Passion for video games and their creation.QualificationsPortefeuille solide présentant des œuvres d'art de niveau AAA réalisées dans un moteur.Excellente connaissance des logiciels standard de modélisation et de sculpture.Solides compétences en matière de modélisation, de sculpture et de texturation.Interpréter artistiquement des concepts ou pousser la créativité au-delà de l'idée initiale.Solide compréhension des compétences artistiques traditionnelles et des compétences fondamentales en matière de conception.Connaissance avancée des flux de travail et des pratiques actuelles en matière d'art de niveau.Expérience de travail avec Unreal Engine.Compréhension totale des flux de travail modulaires.Compétence dans l'utilisation quotidienne des shaders PBR et des cartes normales.Expérience des logiciels standard de modélisation 3D.Compétence en matière d'équilibre entre la qualité artistique et les performances du moteur de jeu.Démonstration de l'habillage de décors narratifs.Capacité à apprendre rapidement et à s'adapter à de nouveaux styles, techniques et flux de travail avec des conseils de base.Capacité à collaborer avec les chefs de département et les différents départements pour résoudre les défis artistiques et techniques.Solides compétences en communication orale et écrite en anglais.Bonnes compétences en matière de mentorat.Strong Portfolio showcasing AAA quality level art done in engine.Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting.Strong modeling, sculpting and texturing skills.Artistically interpret concepts or creatively push beyond an initial ideation.A solid understanding of traditional art skills along with foundational design competencies.Advanced knowledge of current level art workflows and practices.Experience working with Unreal Engine.Full understanding of Modular Workflows.Skilled in using PBR shaders and normal maps on a daily basis.Experience with industry-standard software packages for 3D modeling.Skilled at balancing art quality and performance in the game engine.Demonstration of narrative set dressing.Adaptive.Ability to quickly learn and adapt to new styles, techniques and workflows with basic guidance.Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.Strong verbal and written communication skills in English.Good mentoring skills.Additional InformationAu CanadaUn ensemble d’avantages sociaux payés à 100 % par PCF. La compagnie d’assurance rembourse les réclamations à 100 %.Une couverture dentaire complète, y compris les soins dentaires majeurs et l’orthodontie.La cotisation égale au REER à hauteur de 4 % avant déductions fiscales, 100 % acquis dès le premier jour.Une semaine de congé payé pendant les vacances d’hiver.20 jours de congé payé et 5 jours de congé de maladie payé.Des séances gratuites de soins virtuels de santé et de bien-être mental, incluses dans le régime pour les membres et leurs personnes à charge.Un salaire compétitifDes occasions de développement personnel et la possibilité d’œuvrer dans un environnement mondial.L’occasion de travailler au sein d’une équipe créative avec des personnes passionnées par ce qu’elles font.What we offer:CanadaBenefit package 100% paid by PCF. Insurance company reimburses 100% of claims.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.A competitive salaryPersonal 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 DescriptionPeople Can Fly, un des principaux studios indépendants de développement de jeux AAA, est composé d’une équipe internationale de centaines de personnes talentueuses travaillant depuis des bureaux situés en Pologne, au Royaume-Uni, aux États-Unis et au Canada, mais aussi de partout dans le monde grâce à nos programmes de télétravail.Fondée en 2002, PCF a marqué le genre des jeux de tir avec des titres comme Painkiller, Bulletstorm, Gears of War: Judgment et Outriders. Nous sommes l’un des studios Unreal Engine les plus expérimentés de l’industrie et nous renforçons nos capacités au moyen de solutions internes, à savoir l’infrastructure PCF Framework.Nos équipes créatives travaillent actuellement sur plusieurs titres passionnants : Gemini est notre nouveau projet en développement avec Square Enix ; Maverick est un jeu Triple-A développé en collaboration avec Microsoft Corporation ; Bifrost et Victoria sont des projets que nous développons en modèle d'auto-édition. Nous travaillons également sur un projet de réalité virtuelle et d'autres projets non dévoilés, plus d'informations à venir plus tard.Forte de plus de 20 ans d’expérience, PCF se lance à la découverte de nouveaux horizons. Nous avons pour but de combiner notre expertise avec la créativité des meilleurs visionnaires de l’industrie afin de travailler collectivement à la nouvelle génération de jeux d’action destinés à la communauté mondiale de joueurs.Si vous choisissez d’entreprendre cette aventure avec nous, vous aurez l’occasion de perfectionner votre art et d’approfondir vos connaissances, en travaillant aux côtés de chefs de file de l’industrie pour offrir une expérience unique et toute nouvelle aux joueurs du monde entier._____People Can Fly is one of the leading independent AAA games development studios with an international team of hundreds of talented individuals working from offices located in Poland, UK, US, and Canada, and from all over the world thanks to our remote work programs.Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.Our creative teams are currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Maverick is a Triple-A game developed in collaboration with Microsoft Corporation; Bifrost & Victoria are projects we're growing in the self-publishing model. We are also busy working on a VR and undisclosed projects, more information on those to come later.With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new unique experience to the players worldwide.
    Create Your Profile — Game companies can contact you with their relevant job openings.
    Apply
    #senior #level #artist #remote #people
    Senior Level Artist - remote at People Can Fly
    Senior Level Artist - remotePeople Can FlyMontréal QC ca2 hours agoApplyJob DescriptionCréation de la géométrie et de la composition du monde pour les niveaux dans Unreal Engine.Création efficace de niveaux jouables en fonction de la vision du directeur ou de la directrice artistique et des besoins liés à la conception des niveaux, en collaboration avec le concepteur ou la conceptrice principal.Réaménagement d’éléments existants dans de nouvelles formes.Blocage des modules et des niveaux, création des premiers matériaux.Maintien des pipelines de production et des flux de travail dans les délais impartis.Au moins 3 ans d’expérience dans la création de la géométrie de monde pour les niveaux.Expérience de travail avec Unreal Engine 5.Capacité à utiliser quotidiennement des nuanceurs en PBR et la cartographie normales.Expérience dans la création d’esthétiques créatives et visuelles de haute qualité et connaissances techniques en la matière.Capacité à s’adapter rapidement à un style artistique en particulier.Capacité à s’adapter à partir de directives et à améliorer de nouveaux styles, techniques et flux de travail.Compréhension de base de la théorie des couleurs.Bonnes compétences en communication écrite et orale en anglais.Esprit d’équipe et ouverture.Forte éthique de travail et motivation personnelle.Passion pour les jeux vidéo et leur création.Creation of world geometry and composition for levels in Unreal Engine.Effective creation of playable levels based on the art director's vision and level design needs, in collaboration with the lead designer.Rearrange existing elements into new forms.Blocking of modules and levels, creation of initial materials.Maintain production pipelines and workflows on schedule.At least 3 years' experience creating world geometry for levels.Experience working with Unreal Engine 5.Ability to use PBR shaders and normal mapping on a daily basis.Experience and technical knowledge of creating high-quality creative and visual aesthetics.Ability to adapt quickly to a particular artistic style.Ability to adapt from guidelines and improve new styles, techniques and workflows.Basic understanding of color theory.Good written and oral communication skills in English.Team spirit and openness.Strong work ethic and self-motivation.Passion for video games and their creation.QualificationsPortefeuille solide présentant des œuvres d'art de niveau AAA réalisées dans un moteur.Excellente connaissance des logiciels standard de modélisation et de sculpture.Solides compétences en matière de modélisation, de sculpture et de texturation.Interpréter artistiquement des concepts ou pousser la créativité au-delà de l'idée initiale.Solide compréhension des compétences artistiques traditionnelles et des compétences fondamentales en matière de conception.Connaissance avancée des flux de travail et des pratiques actuelles en matière d'art de niveau.Expérience de travail avec Unreal Engine.Compréhension totale des flux de travail modulaires.Compétence dans l'utilisation quotidienne des shaders PBR et des cartes normales.Expérience des logiciels standard de modélisation 3D.Compétence en matière d'équilibre entre la qualité artistique et les performances du moteur de jeu.Démonstration de l'habillage de décors narratifs.Capacité à apprendre rapidement et à s'adapter à de nouveaux styles, techniques et flux de travail avec des conseils de base.Capacité à collaborer avec les chefs de département et les différents départements pour résoudre les défis artistiques et techniques.Solides compétences en communication orale et écrite en anglais.Bonnes compétences en matière de mentorat.Strong Portfolio showcasing AAA quality level art done in engine.Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting.Strong modeling, sculpting and texturing skills.Artistically interpret concepts or creatively push beyond an initial ideation.A solid understanding of traditional art skills along with foundational design competencies.Advanced knowledge of current level art workflows and practices.Experience working with Unreal Engine.Full understanding of Modular Workflows.Skilled in using PBR shaders and normal maps on a daily basis.Experience with industry-standard software packages for 3D modeling.Skilled at balancing art quality and performance in the game engine.Demonstration of narrative set dressing.Adaptive.Ability to quickly learn and adapt to new styles, techniques and workflows with basic guidance.Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.Strong verbal and written communication skills in English.Good mentoring skills.Additional InformationAu CanadaUn ensemble d’avantages sociaux payés à 100 % par PCF. La compagnie d’assurance rembourse les réclamations à 100 %.Une couverture dentaire complète, y compris les soins dentaires majeurs et l’orthodontie.La cotisation égale au REER à hauteur de 4 % avant déductions fiscales, 100 % acquis dès le premier jour.Une semaine de congé payé pendant les vacances d’hiver.20 jours de congé payé et 5 jours de congé de maladie payé.Des séances gratuites de soins virtuels de santé et de bien-être mental, incluses dans le régime pour les membres et leurs personnes à charge.Un salaire compétitifDes occasions de développement personnel et la possibilité d’œuvrer dans un environnement mondial.L’occasion de travailler au sein d’une équipe créative avec des personnes passionnées par ce qu’elles font.What we offer:CanadaBenefit package 100% paid by PCF. Insurance company reimburses 100% of claims.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.A competitive salaryPersonal 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 DescriptionPeople Can Fly, un des principaux studios indépendants de développement de jeux AAA, est composé d’une équipe internationale de centaines de personnes talentueuses travaillant depuis des bureaux situés en Pologne, au Royaume-Uni, aux États-Unis et au Canada, mais aussi de partout dans le monde grâce à nos programmes de télétravail.Fondée en 2002, PCF a marqué le genre des jeux de tir avec des titres comme Painkiller, Bulletstorm, Gears of War: Judgment et Outriders. Nous sommes l’un des studios Unreal Engine les plus expérimentés de l’industrie et nous renforçons nos capacités au moyen de solutions internes, à savoir l’infrastructure PCF Framework.Nos équipes créatives travaillent actuellement sur plusieurs titres passionnants : Gemini est notre nouveau projet en développement avec Square Enix ; Maverick est un jeu Triple-A développé en collaboration avec Microsoft Corporation ; Bifrost et Victoria sont des projets que nous développons en modèle d'auto-édition. Nous travaillons également sur un projet de réalité virtuelle et d'autres projets non dévoilés, plus d'informations à venir plus tard.Forte de plus de 20 ans d’expérience, PCF se lance à la découverte de nouveaux horizons. Nous avons pour but de combiner notre expertise avec la créativité des meilleurs visionnaires de l’industrie afin de travailler collectivement à la nouvelle génération de jeux d’action destinés à la communauté mondiale de joueurs.Si vous choisissez d’entreprendre cette aventure avec nous, vous aurez l’occasion de perfectionner votre art et d’approfondir vos connaissances, en travaillant aux côtés de chefs de file de l’industrie pour offrir une expérience unique et toute nouvelle aux joueurs du monde entier._____People Can Fly is one of the leading independent AAA games development studios with an international team of hundreds of talented individuals working from offices located in Poland, UK, US, and Canada, and from all over the world thanks to our remote work programs.Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.Our creative teams are currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Maverick is a Triple-A game developed in collaboration with Microsoft Corporation; Bifrost & Victoria are projects we're growing in the self-publishing model. We are also busy working on a VR and undisclosed projects, more information on those to come later.With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new unique experience to the players worldwide. Create Your Profile — Game companies can contact you with their relevant job openings. Apply #senior #level #artist #remote #people
    Senior Level Artist - remote at People Can Fly
    Senior Level Artist - remotePeople Can FlyMontréal QC ca2 hours agoApplyJob DescriptionCréation de la géométrie et de la composition du monde pour les niveaux dans Unreal Engine.Création efficace de niveaux jouables en fonction de la vision du directeur ou de la directrice artistique et des besoins liés à la conception des niveaux, en collaboration avec le concepteur ou la conceptrice principal(e).Réaménagement d’éléments existants dans de nouvelles formes.Blocage des modules et des niveaux, création des premiers matériaux.Maintien des pipelines de production et des flux de travail dans les délais impartis.Au moins 3 ans d’expérience dans la création de la géométrie de monde pour les niveaux.Expérience de travail avec Unreal Engine 5.Capacité à utiliser quotidiennement des nuanceurs en PBR et la cartographie normales.Expérience dans la création d’esthétiques créatives et visuelles de haute qualité et connaissances techniques en la matière.Capacité à s’adapter rapidement à un style artistique en particulier.Capacité à s’adapter à partir de directives et à améliorer de nouveaux styles, techniques et flux de travail.Compréhension de base de la théorie des couleurs.Bonnes compétences en communication écrite et orale en anglais.Esprit d’équipe et ouverture.Forte éthique de travail et motivation personnelle.Passion pour les jeux vidéo et leur création.Creation of world geometry and composition for levels in Unreal Engine.Effective creation of playable levels based on the art director's vision and level design needs, in collaboration with the lead designer.Rearrange existing elements into new forms.Blocking of modules and levels, creation of initial materials.Maintain production pipelines and workflows on schedule.At least 3 years' experience creating world geometry for levels.Experience working with Unreal Engine 5.Ability to use PBR shaders and normal mapping on a daily basis.Experience and technical knowledge of creating high-quality creative and visual aesthetics.Ability to adapt quickly to a particular artistic style.Ability to adapt from guidelines and improve new styles, techniques and workflows.Basic understanding of color theory.Good written and oral communication skills in English.Team spirit and openness.Strong work ethic and self-motivation.Passion for video games and their creation.QualificationsPortefeuille solide présentant des œuvres d'art de niveau AAA réalisées dans un moteur (Unreal, Unity ou moteur propriétaire).Excellente connaissance des logiciels standard de modélisation et de sculpture (Maya, Max, ZBrush, Photoshop ou leurs équivalents).Solides compétences en matière de modélisation, de sculpture et de texturation.Interpréter artistiquement des concepts ou pousser la créativité au-delà de l'idée initiale.Solide compréhension des compétences artistiques traditionnelles et des compétences fondamentales en matière de conception (forme, texture, valeur et couleur).Connaissance avancée des flux de travail et des pratiques actuelles en matière d'art de niveau.Expérience de travail avec Unreal Engine.Compréhension totale des flux de travail modulaires.Compétence dans l'utilisation quotidienne des shaders PBR et des cartes normales.Expérience des logiciels standard de modélisation 3D.Compétence en matière d'équilibre entre la qualité artistique et les performances du moteur de jeu.Démonstration de l'habillage de décors narratifs.Capacité à apprendre rapidement et à s'adapter à de nouveaux styles, techniques et flux de travail avec des conseils de base.Capacité à collaborer avec les chefs de département et les différents départements pour résoudre les défis artistiques et techniques.Solides compétences en communication orale et écrite en anglais.Bonnes compétences en matière de mentorat.Strong Portfolio showcasing AAA quality level art done in engine (Unreal, Unity or Proprietary Engine).Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).Strong modeling, sculpting and texturing skills.Artistically interpret concepts or creatively push beyond an initial ideation.A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).Advanced knowledge of current level art workflows and practices.Experience working with Unreal Engine.Full understanding of Modular Workflows.Skilled in using PBR shaders and normal maps on a daily basis.Experience with industry-standard software packages for 3D modeling.Skilled at balancing art quality and performance in the game engine.Demonstration of narrative set dressing.Adaptive.Ability to quickly learn and adapt to new styles, techniques and workflows with basic guidance.Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.Strong verbal and written communication skills in English.Good mentoring skills.Additional InformationAu CanadaUn ensemble d’avantages sociaux payés à 100 % par PCF. La compagnie d’assurance rembourse les réclamations à 100 % (jusqu’à 500 $ de services par année, en plus d’une couverture familiale ou individuelle).Une couverture dentaire complète, y compris les soins dentaires majeurs et l’orthodontie.La cotisation égale au REER à hauteur de 4 % avant déductions fiscales, 100 % acquis dès le premier jour.Une semaine de congé payé pendant les vacances d’hiver.20 jours de congé payé et 5 jours de congé de maladie payé.Des séances gratuites de soins virtuels de santé et de bien-être mental, incluses dans le régime pour les membres et leurs personnes à charge.Un salaire compétitifDes occasions de développement personnel et la possibilité d’œuvrer dans un environnement mondial.L’occasion de travailler au sein d’une équipe créative avec des personnes passionnées par ce qu’elles font.What we offer:CanadaBenefit 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.A competitive salaryPersonal 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 DescriptionPeople Can Fly, un des principaux studios indépendants de développement de jeux AAA, est composé d’une équipe internationale de centaines de personnes talentueuses travaillant depuis des bureaux situés en Pologne, au Royaume-Uni, aux États-Unis et au Canada, mais aussi de partout dans le monde grâce à nos programmes de télétravail.Fondée en 2002, PCF a marqué le genre des jeux de tir avec des titres comme Painkiller, Bulletstorm, Gears of War: Judgment et Outriders. Nous sommes l’un des studios Unreal Engine les plus expérimentés de l’industrie et nous renforçons nos capacités au moyen de solutions internes, à savoir l’infrastructure PCF Framework.Nos équipes créatives travaillent actuellement sur plusieurs titres passionnants : Gemini est notre nouveau projet en développement avec Square Enix ; Maverick est un jeu Triple-A développé en collaboration avec Microsoft Corporation ; Bifrost et Victoria sont des projets que nous développons en modèle d'auto-édition. Nous travaillons également sur un projet de réalité virtuelle et d'autres projets non dévoilés, plus d'informations à venir plus tard.Forte de plus de 20 ans d’expérience, PCF se lance à la découverte de nouveaux horizons. Nous avons pour but de combiner notre expertise avec la créativité des meilleurs visionnaires de l’industrie afin de travailler collectivement à la nouvelle génération de jeux d’action destinés à la communauté mondiale de joueurs.Si vous choisissez d’entreprendre cette aventure avec nous, vous aurez l’occasion de perfectionner votre art et d’approfondir vos connaissances, en travaillant aux côtés de chefs de file de l’industrie pour offrir une expérience unique et toute nouvelle aux joueurs du monde entier._____People Can Fly is one of the leading independent AAA games development studios with an international team of hundreds of talented individuals working from offices located in Poland, UK, US, and Canada, and from all over the world thanks to our remote work programs.Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.Our creative teams are currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Maverick is a Triple-A game developed in collaboration with Microsoft Corporation; Bifrost & Victoria are projects we're growing in the self-publishing model. We are also busy working on a VR and undisclosed projects, more information on those to come later.With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new unique experience to the players worldwide. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
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  • Hiroyuki Akasaki shared a series of demos unveiling some impressive soft body meshes made in Maya using its Bifrost plug-in.

    More demos and node graphs: https://lnkd.in/dHuqUZtY

    #3d #3dmodeling #modeling #3dart #maya #maya3d #autodeskmaya #bifrost #gamedev #indiedev #3dmesh
    Hiroyuki Akasaki shared a series of demos unveiling some impressive soft body meshes made in Maya using its Bifrost plug-in. More demos and node graphs: https://lnkd.in/dHuqUZtY #3d #3dmodeling #modeling #3dart #maya #maya3d #autodeskmaya #bifrost #gamedev #indiedev #3dmesh
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