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Diversity at Double Fine

"I have always considered Double Fine to be an inclusive company, but lately it has become clear to me--and the whole team--that we need to do more...."

Click here to read Tim's full statement on diversity at Double Fine.

Jobs

You want to work at Double Fine so bad you can taste it. Maybe you didn't even know that, but you were wondering, "What's that weird taste?" It's the taste of opportunity, my friend, with undertones of ambition. But now you know, and maybe you're asking, "Who do I have to kiss up to to get a job there? Should I alter my appearance in order to increase my chances of getting an interview? Should I concentrate on my face? Or on my upper arms? How have I gone wrong in my life that I am not already working there? What can be done about my wretched life?"

Well there's plenty! Especially if you want to be...

Programmer

Description:

Double Fine has an immediate opening for a Programmer for its San Francisco development studio on the Psychonauts 2 team. You will be responsible for developing systems on multiple platforms, working in areas like tools, rendering, audio, animation, gameplay and potentially many other areas in order to support the needs of the team and the game. Applicants should have a strong preference for working in a highly creative, innovative, and nimble development environment, where collaborating with design, art, tech, and other disciplines is standard.

Knowledge or experience with the Unreal Engine is a strong plus, as is previous experience supporting game features as well as developer tools. Good problem solving skills, the ability to work well with others, and a passion for the process of developing creative, high-quality games are all key qualifications.

Responsibilities:

1. Build new features and tools within Unreal Engine 4.
2. Collaborate with art, design, and other engineers to develop and support key systems.
3. Communicate with other departments to understand problems and inefficiencies, and design and code solutions.
4. Ensure newly developed engine systems are maintained for code cleanliness, performance, and extensibility.

Requirements:

1. At least one year professional experience working on modern game engines.
2. Demonstrated proficiency in C++.
3. Knowledge of common data structures and algorithms.
4. Proficient with linear algebra and general 3D mathematics.
5. Demonstrated ability to take on technical issues across a variety of areas of game development.
6. Demonstrated ability to implement features that improves gameplay and player experience.
7. Ability to communicate and collaborate effectively with programmers, artists and designers.
8. Ability to write clean, readable, reliable, and portable code.
9. A natural curiosity for all aspects of game development and a willingness to work on a wide variety of systems.
10. A constant striving to learn and grow.
11. A strong passion for video games and video game development.

Pluses:

1. One or more shipped titles using Unreal Engine 3 or 4.
2. Experience developing games for PS4 and/or Xbox One.
3. Experience with Maya plug-ins and art pipelines.
4. Experience with rapid-development languages like C# and Python.

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates.

For immediate consideration, interested and qualified candidates should Apply HERE

Senior Environment Artist

Description:

Double Fine Productions is currently looking for an experienced, professional Senior Environment Artist for its San Francisco development studio.  The primary job responsibility is to bring the game world to life through the creation of highly original game environment art.  The ideal candidate has at least five years experience creating game art content such as architectural buildings, terrain, ecosystems, and props in Maya, with at least two published titles.  A clear long-term understanding of the game’s design vision is needed, and the ideal candidate will understand how to uphold it through the modeling of the game’s world space.  Applicants should have a strong preference for working in a highly creative, innovative, small, intimate development environment where working together with design, tech, and other disciplines is standard. The Double Fine environment team is passionate about realizing the creative vision for the worlds of Psychonauts, as well as unique and exciting projects beyond that.

Responsibilities:

1. Using Maya and Unreal Engine 4, create and integrate gorgeous, innovative, epic and cohesive gameplay-rich environmental spaces in support of the art direction of the game.
2. Assist the Lead Environment Artist to achieve a consistent feel across all environments by participating in visual comparisons and critiques, working within hardware limitations, and meeting deadlines without compromising quality.
3. Optimize rendering and memory footprints for levels as required.
4. Collaborate with game designers and art director to create visually stunning levels that play well.
5. Contribute to the further development of our editing tools.
6. Contribute innovative and original ideas on all aspects of game production and development.
7. Promote best practices among the World Building team.

Requirements:

1. At least five years of game industry experience, with at least two published titles.
2. Fluency in 2D/3D software packages, especially Maya, Zbrush and Photoshop, with strong modeling skills for organic and architectural shapes. 
3. Demonstrable experience designing, modeling, mapping and lighting environments.
4. Portfolio demonstrating strong traditional art skills, design sensibilities, and attention to detail. 
5. A keen eye for silhouette, form, color and light.
6. Self-driven individual with strong written and verbal communication skills, and excellent interpersonal, organizational, including the ability to provide relevant art critiques.
7. Willingness to provide and accept direction, and the ability to embrace change.  Ability to collaborate productively with others and to work to meet deadlines as necessary.
8. A serious passion for gaming.
9. The ability to work full time in San Francisco, California.

Pluses:

1. BA in Art or equivalent field, or equivalent experience. 
2. Sculpture or architecture experience.
3. Experience creating environments in the Unreal engine.
4. Experience with the challenges of creating art for modern platformer-style games.
5. Experience with heightmap generation or terrain sculpting.

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates.

For immediate consideration, interested and qualified candidates should provide their resume and a link to their portfolio by Applying HERE

Senior Technical Artist

Description:

Double Fine Productions is currently looking for a highly experienced, professional Senior Technical Artist for its San Francisco development studio.  The primary job responsibility is to bridge communications between the art and technology teams, as well as directly contribute to production through content creation, tool development, workflow enhancement and feature prototyping. The Senior Technical Artist will ensure that the latest and greatest tools, technologies and techniques are made accessible to the team’s content creators.

The ideal candidate has a minimum of 4 years of experience in technical art production, with at least 2 published console or PC titles.  Published or current games should reflect direct experience defining art pipelines on modern platforms.  The position requires an extensive knowledge of 3D art packages, error reduction tools, scripting and programming languages, and an avid interest in creating smart tools and workflows that maximize our artists’ ability to create amazing content, under tight deadlines.

The ideal candidate has a strong preference for working in a highly creative, innovative, small, intimate, and ridiculously fun development environment.

Double Fine is an inclusive company. We believe that a diverse team leads to best games. To help us increase the diversity of our team, we like to specifically encourage folks from underrepresented groups to apply.

Responsibilities:

1. Work with the artists and programmers to define and maintain an art production pipeline, process and workflow.
2. Specify and problem-solve technology issues related to art production.  Solve pre-production and production issues relating to the more technical aspects of art production.
3. Use scripting languages to further productivity and create error reduction tools.  Be able to identify and implement batch systems to reduce repetitive or time-consuming work.
4. Maintain and enforce naming conventions, directory structures and asset management.
5. Communicate technical issues to the programming staff.
6. Troubleshoot problems in current and newly developed tool systems, produce test cases, determine the best course of action, and implement solutions.
7. Mentor and train members of the art department in areas of expertise.  Manage and train Technical Artists in the skills required to exploit the art path efficiently.
8. Work with the programmers to develop new shaders and special effects for the environment and character modeling teams.
9. Author and maintain clear and cogent technical and art documentation on project vision, process and pipeline.
10. Maintain, develop, and enhance our character production pipeline, including rigging and animation tools

 

Requirements:

1. BA in Art or equivalent field, or BS/BA in Computer Graphics, or equivalent educational experience.
2. Minimum of 4 years experience in game development, with 2 published titles.  Candidate’s role on at least one published title must have been in the position of a technical artist responsible for pipeline establishment and execution.
3. Experience in modeling, lighting and shading.  Sound understanding of design elements, color theory, drawing and painting.
4. Intimate knowledge of asset creation in Maya
5. Proficiency in Python and Mel
6. Experience authoring physically based materials in Substance or similar packages
7. Deep understanding of animated character rigging and animation techniques
8. Understanding of programming principles and techniques, algorithms and data structures.
9. Strong verbal and written communication skills.
10. Ability to communicate effectively with both artists and programmers.
11. Well versed in a variety of technologies and production techniques, and should be current in the latest trends in computer graphics, production methodologies and resource management.
12. Ability to define deadlines and task time estimates, work well under pressure, and able to multitask effectively.
13. Self-motivated, with a strong work ethic.

 

Pluses:

1. Unreal 4 experience, including blueprints, animation montages, and shader creation
2. Proficiency in other programming languages, such as JS, C# and C++
3. Experience authoring visual effects in a production environment.
4. Experience lighting scenes in a production environment.
5. Experience leading art teams to implement a design and art vision to specification.
6. Experience developing processes and tools for working with animated characters.
7. Avid gamer with a passion for creating top-quality games.


 

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates. 

For immediate consideration, interested and qualified candidates should Apply HERE

Senior Systems Programmer

Description:

Double Fine has an immediate opening for an experienced Senior Systems Programmer for its San Francisco development studio on the Psychonauts 2 team. You will be responsible for developing systems on multiple platforms, working in areas like tools, rendering, audio, animation, and potentially many other areas in order to support the needs of the team and the game. Applicants should have a strong preference for working in a highly creative, innovative, and nimble development environment, where collaborating with design, art, tech, and other disciplines is standard.

The ideal candidate has experience working with Unreal Engine 4, creating and supporting game features, as well as developer tools and pipelines. A knowledge of development best practices for modern consoles is a key qualification, as are good problem solving skills, the ability to work well with others, and a passion for the process of developing creative, high-quality games.

Responsibilities:

1. Build new features and tools within Unreal Engine 4.
2. Collaborate with art, design, and other engineers to architect, develop and support key systems.
3. Implement and support tools and pipelines for various content types.
4. Communicate with other departments to understand problems and inefficiencies, and design and code solutions.
5. Ensure newly developed engine systems are maintained for code cleanliness, performance, and extensibility.

 

Requirements:

1. At least five years working on tools and features within modern game engines.
2. Hands-on experience developing for the PS4 or Xbox One.
3. Demonstrated proficiency in C++.
4. Strong 3D math skills.
5. Knowledge of common data structures and algorithms.
6. Demonstrated ability to take on technical issues across a variety of areas of game development.
7. Ability to communicate and collaborate effectively with programmers, artists and designers.
8. Ability to write clean, readable, reliable, and portable code.
9. Desire and demonstrated ability to mentor junior programmers.
10. At least one shipped title.
11. A constant striving to learn and grow.
12. A strong passion for video games and video game development.

 

Pluses:

1. One or more shipped titles using Unreal Engine 3 or 4.
2. Experience with all stages of development from concept to shipping.
3. Experience with Maya plug-ins and art pipelines.
4. Experience with rapid-development languages like C#, Lua and Python.

 

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates. 

For immediate consideration, interested and qualified candidates should Apply HERE

Level Designer

Description:

Being a level designer is an amazing job—you get to assemble, populate, and orchestrate a tiny world, full of its own inhabitants, stories, and amazing places to discover. You get to play with a huge toy box of models, characters, enemies, objects, and interactions to construct a pocket universe and, often, you get to help make a bunch of new toys that are needed for the fantastic ideas that you and the rest of your level team came up with. You get to make moments and places that people will remember for the rest of their lives.

At Double Fine, we’re making Psychonauts 2 and we’re giving level designers the biggest toy box imaginable to play with—the HUMAN MIND.  We’re looking for Level Designers with wild creativity and technical acumen to help us imagine the best, most inventive, most mind-bending mental landscapes possible and then design, layout, build, script, test, polish, and ship them.

We’re looking designers to work in an environment of strong collaboration, regular mentorship, respectful critique, and creative empowerment. We’ll need to you to drive the level creation process from a design perspective inside a multidisciplinary level team, while also not being constrained creatively by the basic physical laws of reality. We want to make the best game Double Fine has ever shipped and we want you to help us—please, come join our team!

Double Fine is an inclusive company. We believe that a diverse team leads to best games. To help us increase the diversity of our team, we like to specifically encourage folks from underrepresented groups to apply.

Responsibilities:

1. Take primary design ownership of multiple gameplay levels from inception to completion, driving overall design quality and technical implementation.
2. Bring creative ideas, technical expertise, and problem solving to assigned levels through inspiration and expertise from inside and outside of games.
3. Collaborate with a multidisciplinary level team of artists and programmers to create polished, memorable, narrative-driven 3D game levels that work in harmony with the project’s creative goals, narrative, and themes.
4. Work closely with a level artist to build levels from first implementation through completion, including building layouts, placing actors and markup, and scripting gameplay.
5. Use a variety of written, visual, and interactive tools to communicate level design concepts and prototypes during level development.
6. Collaborate with gameplay programmers, level artists, and other departments to to design, implement, and polish level-specific gameplay features, such as unique player mechanics, bosses, and level-specific enemies.
7. Represent design best practices for level design, gameplay, and scripting to the multidisciplinary level team during concepting, development, and polish.
8. Maintain an expert level knowledge of the current state and trends in regards to project genre, tools, and competing games.  Conduct regular research into past and present games and game productions to inform current project goals and process.

 

Requirements:

1. Desires a highly-iterative, collaborative, creatively-lead development environment.
2. Experience and interest in working on narrative-driven games, with a strong focus in interactive / visual storytelling through level design and gameplay.
3. Demonstrated proficiency with one or more current 3D game engines, scripting languages, and 3D authoring/editing tools.
4. Strong understanding of the game market and ability to think about, dissect, and discuss games from a critical perspective.
5. Able to work autonomously, alone or in groups, when empowered with clear direction and trust.
6. Solid, demonstrated ability designing, tuning, and balancing gameplay and levels.

 

 

Pluses:

1. Background or experience in fine art, writing, music, or other creative discipline.
2. Experience as a level designer on 3D platform games.
3. Experience as a designer on narrative-driven games.
4. Experience with Unreal 4.

How to apply!

Due to the immediate nature of this position and government employment-visa sponsorship limitations, we are unable to guarantee our ability to sponsor foreign candidates.

For immediate consideration, interested and qualified candidates should go here:
Click here to Apply

Art Director

Description:

Double Fine Productions is currently looking for a highly experienced, professional Art Director for its San Francisco development studio. The primary job responsibility is to craft and ultimately realize the game’s artistic vision within reasonable schedule, budget, and technology constraints. The Art Director bridges the art, technology, and design teams, ensuring that the artists have the necessary tools and technology, that the art supports the project’s creative vision, and that the created assets are created in a way complimentary to the strengths and limitations of the technology. In all areas, the Art Director should have the ability to work through people using influence and inspiration rather than fiat.

The ideal candidate is an artistic visionary with a strong preference for working in a highly creative, innovative, small, intimate development environment. Published or current games should reflect direct experience defining and exploiting pipelines on modern hardware, such as the PlayStation 4 or Xbox One. The position requires a fluency in modern 3D art creation techniques and an avid interest in pushing the leading edge of game art development.

Double Fine is an inclusive company. We believe that a diverse team leads to best games. To help us increase the diversity of our team, we like to specifically encourage folks from underrepresented groups to apply.

Responsibilities:

1) Work with the artists and programmers to define and supervise the game’s visual direction and internal development standards.
2) Maintain an art production pipeline, process and workflow that ensures the art direction adds considerable value to the finished product.
3) Supervise the efforts of the artists, define the art schedule and establish procedures and expectations.
4) Ensure the timely and reliable delivery of all art assets within schedule and budget considerations.
5) Specify and problem-solve technology issues related to art production, and offer constructive input as to progress and risk abatement. Communicate technical issues to the programming staff. Facilitate and lead the development and maintenance of common art criteria.
6) Author and maintain the art design document, ensuring that there is clear and cogent documentation on art vision, process and pipeline.
7) Proactively develop the skills of the team’s artists, including mentoring, suggesting educational opportunities, and generally advocating professional development.

Requirements:

1) MUST HAVE 6+ years of video game industry AND at least 1 shipped AAA title in the role of Art Director.
2) Excellent leadership, communication, interpersonal, and organizational skills.
3) Ability to envision and lead the creation of inspired game visuals.
4) Ability to work with all disciplines to find efficient pathways for implementing the artistic vision within the limitations of the console hardware.
5) Strong foundational art skills in color, composition, and form.
6) Demonstrable art ability in 2D or 3D mediums.
7) Convey visual direction, communicating effectively and proactively with all disciplines.
8) Demonstrated successful history of well-executed pre-production periods.
9) Ability to lead by example to set the studio’s visual quality bar ever higher, directing a team of artists to realize a unified conceptual vision onscreen.
10) Familiarity with game development and the interrelation between game design and game art.
11) Able to build, evaluate and revise art schedules and manage a team’s project execution within them. Able to schedule dependencies with other project leaders. Ability to define deadlines and task time estimates, work well under pressure, and able to multitask effectively.
12) Demonstrated experience as a proactive motivator, confidently working with people to achieve buy-in and results.
13) Industry visionary who helps set the standards for his/her craft within the real-time industries.
14) Broad experience across art disciplines including modeling, lighting and shading. Sound understanding of design elements, color theory, anatomy, drawing and painting. Intimate knowledge of asset creation in modern DCC tools. Traditional art skills a plus.
15) Well versed in a variety of technologies and production techniques, and should be current in the latest trends in computer graphics, production methodologies and resource management.
16) Considerable knowledge of the hardware and software requirements of game development.
17) Experienced at pitching visual and gameplay designs and able to adapt visual design goals to the strengths of the various consoles.
18) Self-motivated, with a strong work ethic.

How to apply!

Due to the immediate nature of this position and current government employment-visa sponsorship restrictions, we are unable to consider foreign candidates. 

For immediate consideration, interested and qualified candidates should Apply HERE

General Application

Description:

If you don’t spot a job here that matches your clearly fantastic abilities, fear not!
Simply check this page for the most relevant general application - code, art, design or other - and apply!
When we need people of a certain discipline, we will scour these piles!

Responsibilities:

Making sure your application is in the right cubby hole so we can find it when we need to

Requirements:

Being awesome, all of the time.

How to apply!

See the full list of vacancies and general applications

...or a BUNNY!

If you would like to be a bunny, I say good thinking. Because everybody loves bunnies!

We are not currently hiring bunnies, but we do have some reference here for you to study:


As of August 11th 2015, the position of Bunny has been officially filled, by Little and Dipper here. However, we're really starting to feel like we need more bunnies around here so please don't let that deter you from applying!



We are always recruiting everybody... ALL THE TIME!

If you are interested in working at Double Fine, send in your stuff! We are always interested in making contact with talented and experienced programmers, artists, animators, designers, and production people. Even if you're not looking for work right now, it's good to stay in touch because YOU NEVER KNOW.

I can't guarantee that we will be especially good about responding to each and every email we get. Sometimes we get busy and ignore that mail box for months on end. But don't give up hope. Eventually, the mail server will get full, and we'll need to delete some of the applications, so we'll all get together and read through the resumes in there and make fun of people's spelling errors or read their "Job Objective" statements in sarcastic voices and stuff like that.

But maybe we'll see your samples or your web page and all at once the laughter will stop, and our jaws will drop, and then somebody will say, "Whoa." And then I'll look at them and I'll say, "Are you thinking what I'm thinking?" And then someone will yell, "I'm way ahead of you buddy!" as they pull up in the company bus/monster truck and as we all pile in, somebody shouts out, "LOCK AND LOAD!" And we drive full speed to your house and you come out and say "D-D-D-Double Fine? But--" and we put a finger to your lips and say, "You had us at hello!" And then your parents try to stop us because they don't understand, so we duct tape them to a streetlight and peel out, popping a wheelie all the way down the street while "Sweet Home Alabama" blares out of the radio and then you and I try to say something at the same time because we're both so excited, so then we both shut up so that the other can talk, and then we both say, "No, you go!", but then we both start talking again at the same time, and we have to just laugh until we're crying tears of joy, and we sense in our hearts that we will all be best friends forever and ever, and never think about what or who we were before. We will just enjoy the ever-unfolding kaleidoscope of happiness and discovery and adventure and laughter that lie before us.

And then we pull up to the office and I yell, "Alright, back to work suckers. And no talking!" And weld the door shut with everyone inside as I laugh and laugh and laugh. Oh, the fun.

Click here and be transported to a page where you can apply for a general role



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