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Project Indiana Job Ads - from multiplatform to console?


Infinitron

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April 2017: http://www.obsidian.net/jobs/open-positions/art/969-ui-artist-senior
 

Senior UI Artist
 
Obsidian Entertainment is looking for a Senior UI Artist to collaborate in the design and creation of the user interface for our next great multi-platform RPG.
 
This artist will be responsible for developing a ground breaking user-experience, responsibilities will include: inventing concepts, mocking up designs (static and animated), creating assets, importing them, assembling them and animating them in Unreal's UMG.

 

October 2017: http://www.obsidian.net/jobs/open-positions/art/1013-sr-environment-artist
 

Senior Environment Artist
 
Obsidian Entertainment is looking for a talented, self-motivated Environment Artist to collaborate with a growing team of developers.
 
The Senior Environment Artist will be responsible for EXPERTLY creating aesthetically pleasing environments, for a console RPG. Using their knowledge of shape and form, proportions, color and design principles, this artist will model high and low-poly objects, bake textures, export/import assets, apply materials, assemble environments, and generally: be an all-around bad-ass!

 
What's up with that?

Edited by Infinitron
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April 2017: http://www.obsidian.net/jobs/open-positions/art/969-ui-artist-senior

 

Senior UI Artist

 

Obsidian Entertainment is looking for a Senior UI Artist to collaborate in the design and creation of the user interface for our next great multi-platform RPG.

 

This artist will be responsible for developing a ground breaking user-experience, responsibilities will include: inventing concepts, mocking up designs (static and animated), creating assets, importing them, assembling them and animating them in Unreal's UMG.

 

 

October 2017: http://www.obsidian.net/jobs/open-positions/art/1013-sr-environment-artist

 

Senior Environment Artist

 

Obsidian Entertainment is looking for a talented, self-motivated Environment Artist to collaborate with a growing team of developers.

 

The Senior Environment Artist will be responsible for EXPERTLY creating aesthetically pleasing environments, for a console RPG. Using their knowledge of shape and form, proportions, color and design principles, this artist will model high and low-poly objects, bake textures, export/import assets, apply materials, assemble environments, and generally: be an all-around bad-ass!

 

What's up with that?

Okay, here's a very convoluted guess (my apologies):

 

Obsidian has released their Pathfinder card game.

And this spring, we got a lot of Pathfinder CRPG questions in that survey.

Then we saw that Russian Kingmaker Pathfinder CRPG in the making, with MCA and all, based on the Unity engine, early summer.

Perhaps Obsidian started off with a bigger undertaking, but is now left with the task of making a Pathfinder CRPG for consoles.

I'm not saying it's Kingmaker, but perhaps some other Pathfinder CRPG?

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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Okay, here's a very convoluted guess (my apologies):

 

 

 

 

 

 

 

Obsidian has released their Pathfinder card game.

And this spring, we got a lot of Pathfinder CRPG questions in that survey.

Then we saw that Russian Kingmaker Pathfinder CRPG in the making, with MCA and all, based on the Unity engine, early summer.

Perhaps Obsidian started off with a bigger undertaking, but is now left with the task of making a Pathfinder CRPG for consoles.

I'm not saying it's Kingmaker, but perhaps some other Pathfinder CRPG?

 

They are not done with Pathfinder Adventures yet. I doubt they would work on the 4 fantasy projects at the same time. Pathfinder Adventures & CRPG, Pillars 2 and possibly Tyranny DLC. 

Hate the living, love the dead.

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Reading far too much into it.

 

UI position, you want to take the unique differences between PC and console expectations, input devices etc into account to get the best for both. Environmental artist? You want console expertise as anything that the consoles can handle a PC certainly can. If it were a programming position specifying console only it would be more significant, or even if we still had the more PC distant Cell or PowerPC based consoles, but this doesn't mean much for whether there's a PC version or not given that both PS and Xbox are using AMD Radeon/ x86 systems that aren't much different from their laptop APUs (though they're considerably better at playing games than APU laptops, of course, and far worse at running Office).

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Reading far too much into it.

 

UI position, you want to take the unique differences between PC and console expectations, input devices etc into account to get the best for both. Environmental artist? You want console expertise as anything that the consoles can handle a PC certainly can. If it were a programming position specifying console only it would be more significant, or even if we still had the more PC distant Cell or PowerPC based consoles, but this doesn't mean much for whether there's a PC version or not given that both PS and Xbox are using AMD Radeon/ x86 systems that aren't much different from their laptop APUs (though they're considerably better at playing games than APU laptops, of course, and far worse at running Office).

 

Yeah it's best to invest in a companies technology frameworks in such a way the many projects could make use of the tech. Best to have as broad of experience to properly lay the foundation for things to come.

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  • 1 month later...

November 2017 - it's multiplatform again: http://www.obsidian.net/jobs/open-positions/production/1019-producer
 

Producer 
 
Obsidian Entertainment is currently looking for an experienced Producer to join the development team making our next great multi-platform RPG.
 
The ideal candidate has been in a leadership position for the entire production cycle for at least one AAA game and is familiar with all aspects of game development. Candidates should demonstrate outstanding communication and organizational skills, must possess a strong understanding of development workflows, production processes, testing, contracting and outsourcing, licensing, and development project management.
 
This position involves working with dev team leaders and stakeholders from the internal development team and our publishing partners to create and maintain development schedules. Quickly identifying and solving short-term problems and resource bottlenecks, while simultaneously shepherding the project's critical features and content through an entire development cycle.

Edited by Infinitron
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  • 4 weeks later...

My money is on none of those.

 

Source: Tales from my butt.

 

Sigh, you reminded me, that Bamco still did not announce new game in this series :'(

Sent from my Stone Tablet, using Chisel-a-Talk 2000BC.

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My PS Platinums and 100% - 25 games so far (my PSN profile)

 

 

1) God of War III - PS3 - 24+ hours

2) Final Fantasy XIII - PS3 - 130+ hours

3) White Knight Chronicles International Edition - PS3 - 525+ hours

4) Hyperdimension Neptunia - PS3 - 80+ hours

5) Final Fantasy XIII-2 - PS3 - 200+ hours

6) Tales of Xillia - PS3 - 135+ hours

7) Hyperdimension Neptunia mk2 - PS3 - 152+ hours

8.) Grand Turismo 6 - PS3 - 81+ hours (including Senna Master DLC)

9) Demon's Souls - PS3 - 197+ hours

10) Tales of Graces f - PS3 - 337+ hours

11) Star Ocean: The Last Hope International - PS3 - 750+ hours

12) Lightning Returns: Final Fantasy XIII - PS3 - 127+ hours

13) Soulcalibur V - PS3 - 73+ hours

14) Gran Turismo 5 - PS3 - 600+ hours

15) Tales of Xillia 2 - PS3 - 302+ hours

16) Mortal Kombat XL - PS4 - 95+ hours

17) Project CARS Game of the Year Edition - PS4 - 120+ hours

18) Dark Souls - PS3 - 197+ hours

19) Hyperdimension Neptunia Victory - PS3 - 238+ hours

20) Final Fantasy Type-0 - PS4 - 58+ hours

21) Journey - PS4 - 9+ hours

22) Dark Souls II - PS3 - 210+ hours

23) Fairy Fencer F - PS3 - 215+ hours

24) Megadimension Neptunia VII - PS4 - 160 hours

25) Super Neptunia RPG - PS4 - 44+ hours

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