So, why should you join Upsurge? With studios in Melbourne and Tokyo, we provide a hybrid/remote working environment. We punch beyond our weight, which means that our talented artists are constantly working on a range of styles and projects, which keeps things interesting and fresh.
We also provide internal training and mentorships to help our team members improve their abilities. If you believe you have what it takes to work on the most interesting and challenging projects, please review the job posts below and include a link to your portfolio!
Job Description | Responsible for creating impactful but optimised real time effects for games. Able to monitor VFX work for performance and memory usage. |
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Requirements | Experience in Unreal Engine/Unity, After Effects, Photoshop and Houdini. |
Job Description | Responsible for level creation using game engines such as Unreal and Unity, utilising design and art skills. Iteration, art pass, dressing, lighting, and optimisation are all critical. Knowledge of material editors, blueprints, and collisions is advantageous. |
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Requirements | Experience in 3ds Max, Maya or Blender, Substance Painter/Designer, Zbrush, Rizom and Unreal/Unity. |
Job Description | Responsible for creating believable and striking hard surface weapons, vehicles, machines, and environment assets from a concept or image reference board. |
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Requirements | Experience in 3ds Max, Maya or Blender, Substance Painter/Designer, Zbrush, Rizom and Unreal/Unity. |
Job Description | In charge of developing humanoid characters, creatures, and monsters. Strong knowledge of anatomy and edge loop deformation. Capable of creating hair, fur, and skin shaders for a wide range of styles. |
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Requirements | Experience in 3ds Max, Maya or Blender, Xgen, Substance Painter/Designer, Zbrush, Rizom and Unreal/Unity. |
Job Description | In charge of creating eye-catching animations for characters, creatures, vehicles, and cameras. Collaborate with the character artists to fine-tune the topology for optimal deformation. Hand-key animation and mo-cap cleanup. |
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Requirements | Experience in Maya, Blender, mGear, MotionBuilder, After Effects and Unreal/Unity. |
Job Description | Responsible for skeletons, and rigging for characters, creatures, vehicles and animals. Strong understanding of surface deformation and procedural rigging solutions. Able to create facial rigs, and controllers for real time application. |
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Requirements | Experience in Maya, Blender, mGear, MotionBuilder, and Unreal/Unity. |