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Environment Modeller

We are always happy to see work from graduates, and a CV displaying an artistic background showing your creative ability and ideas.

We'd like to see some of the below in your CV:

  • A selection of 3d and 2d artwork.
  • High and low poly models.
  • College work.
  • Games you have worked on.
  • Work done in your spare time.
  • Wireframes showing how you have constructed a model can be helpful to show us your modelling skills.
  • A cv showing traditional art skills and creativity.
  • Texture work = A large proportion of the job is spent creating textures so we need to see some evidence of your Photoshop skills

We don't need to see all the work you've ever done but remember your initial application is based on the work you send, so think carefully about the work you include.

We get an awful lot of CVs to look through and essentially what we're looking to see is a selection of images/renders and/or fly throughs. Presentation isn't important and a selection of folders on a disk is fine. (Websites are great if they're easy to navigate and show images at a high res, but often they are confusing with small pixelated images!)

I'd say to anyone who was interested in making computer games: get practicing. The more you learn, the better position you will be in. Get drawing, get painting, get modelling, texuring, rendering, get playing; don't be too worried about formal education; you don't need a degree to work in this industry; you just need passion and a bit of talent. Be aware though, it's not easy, and there are tough times at Bizarre where we work long and hard hours. The results are well worth it. Good luck...

Please make sure you have provided a suitable amount of work that is pertinent to the job that you are applying for! Don't have a suitable portfolio to demonstrate? How about trying one of our Modeller tasks below?

Gotham Environment Modeller Task

As part of the interview process here at Bizarre Creations, we ask people to complete a task for us. This is to give the applicant an understanding of what would be required in their daily role, as well as to give us an indication of how well they understand the processes involved in the work we do here.

If you are interested in applying for a role as Environment Artist you'll find that attempting this task prior to an interview could potentially speed up the process. The task is usually given after successful completion of a first interview. For those looking to get into 3D work this task will be a test of your core modelling and texture skills.


These buildings appear in Gotham 3 and were created in Maya and they took the artist 5 days to complete. If you are looking to attempt the task use the software package you are most comfortable with to produce the models.

To complete this task you'll need to download the following file:

The download contains images (34 jpgs) and a map (1 jpg).

Brief

  • Within the downloaded file you will find one image entitled 'The_Buildings.jpg'. You will also find a map of the area. The chosen buildings are highlighted on the map in yellow. Use the images and map to help you create this row of buildings. The scale on the map is an approximation. Use this as a guide. The building dimensions can also be judged from the photographs.
  • As a rough guide add more detail to the ground floor and less the higher up the building. If there are archways and recesses on the lower levels model those to create some depth. If there are cornices we add these to give the building a profile. It's difficult to give an exact polygon count, just use your own judgement and the images supplied as a guide.
  • You could also model a small amount of the pavement and road around the building, adding in some of the street furniture. For those submitting the task please note this is not essential. Don't worry about what's going on behind we just need the front facade and some detail at the sides where applicable.
  • Use the images provided to create the textures for each of the buildings. This will test your PhotoShop skills. The textures should all be in the power of two. I.e. 128 by 128, 128 by 256, 256 by 256, 256 by 512, 512 by 512 etc. As a guide we often use 512 by 512 for a shop front, and lower resolution towards the building top. Avoid creating tiling textures so that each building has it own unique set of textures. (FYI we generally don't use crop sheets for buildings and suggest that you don't use these when doing the task).

Submission

For those who are submitting tasks along with a portfolio we need to see the following:

  • Wireframes and rendered images of the finished building.
  • Optional - a quick camera flyround of the buildings.
  • Texture Files - The textures are of equal importance and we need to review these along with the mesh.

Thank you, and good luck!


The Club Environment Modeller Task

Hi and welcome to The Club task.

As part of our interview process here at Bizarre Creations, we will ask candidates to complete a task for us. This gives you a basic understanding of what would be required in your daily role and gives us an indication of how well you understand the processes involved in the creation of game art here at Bizarre.

The task, should you work solidly on it will only take about a week to complete, but we'd like you to produce the task to a standard you are happy with, and we also understand that you may well have other work commitments, so if it takes a little longer then that's fine.

What's in the task?

To complete this task you'll need to download the following file:

Before you start, it's probably best to make sure that all the elements of the task are present in the folder provided. So you should have:

  • A folder entitled PhotographicResearch.
  • A concept image (concept01.jpg).
  • And a simple mesh file (Area01.obj).

The Task

What we would like you to do is to produce a realistic looking environment, based on the basic layout in the concept image and using the photo research we have provided. In the photo research folder, you will find a number of images that can be used as either visual or texture reference.

The .obj file contains a simple mesh layout of the scene, this is something, we would normally receive from the level designers and is used by the artist as a guide to the extent of the level design. We would like you to stick within the boundary of this mesh.

Textures are considered just as important as mesh and we would require you to produce textures for this model. The textures should be tileable for re using purposes and can be broken up with overlayed dirt or graffiti maps. For the purpose of this task, the overlayed maps can either be a second layer of UV's or a simple alpha texture placed on a polygon which is then positioned over the tiled texture. An understanding of the creation of normal maps is also beneficial and basic normal maps can be created using the Photoshop plugin found on the Nvidia site.

No texture should exceed 1024x1024 and each texture should be a power of two, ie. 1024x1024, 512x512, 512x64 etc..... As a rule we don't use crop sheets and for the purpose of this task we would prefer it if you didn't.

In terms of modelling, we are looking for your ability to identify and create reusable assets, ie windows or doorways that can be reused within the level. We also look for attention to detail and the ability to adapt different elements within the research in order to create great looking and realistic environments.

There is no limit to what you can add to this scene (damage, dirt and decay), but we do ask that as a minimum you produce the building positioned in the centre of the concept image to a final standard.

Once you have completed the task we would ask you to send us a selection of images (including wireframes), either screenshots or renders and if possible some texture examples in order for us to see how you have constructed the scene.

Any problems or questions, feel free to mail us using our contact form.

Best of luck!