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Redmond, Washington, United States
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https://www.artstation.com/artist/mrblackcap
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3K followers
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Ben Greene reposted thisBen Greene reposted thisHullo! We are lookin for a concept intern for 2027!
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Ben Greene reposted thisImmediate opportunity just opened up. Come work with us!Ben Greene reposted thisDigital Domain 𝗶𝘀 𝗛𝗶𝗿𝗶𝗻𝗴 – 𝗦𝗲𝗻𝗶𝗼𝗿 𝗖𝗼𝗻𝗰𝗲𝗽𝘁 𝗔𝗿𝘁𝗶𝘀𝘁! 𝗪𝗲'𝗿𝗲 𝗹𝗼𝗼𝗸𝗶𝗻𝗴 𝗳𝗼𝗿 𝗮 𝘁𝗮𝗹𝗲𝗻𝘁𝗲𝗱 𝗦𝗲𝗻𝗶𝗼𝗿 𝗖𝗼𝗻𝗰𝗲𝗽𝘁 𝗔𝗿𝘁𝗶𝘀𝘁 𝘄𝗶𝘁𝗵 𝗮 𝘀𝘁𝗿𝗼𝗻𝗴 𝘀𝗲𝗻𝘀𝗶𝗯𝗶𝗹𝗶𝘁𝘆 𝗳𝗼𝗿 𝗻𝗮𝘁𝘂𝗿𝗮𝗹𝗶𝘀𝘁𝗶𝗰 𝗹𝗶𝗴𝗵𝘁𝗶𝗻𝗴 𝗳𝗼𝗿 𝗮𝗻 𝗲𝘅𝗰𝗶𝘁𝗶𝗻𝗴 𝘀𝗵𝗼𝗿𝘁-𝘁𝗲𝗿𝗺 𝗼𝗽𝗽𝗼𝗿𝘁𝘂𝗻𝗶𝘁𝘆! 🎯 𝗟𝗼𝗰𝗮𝘁𝗶𝗼𝗻: Work remotely from home in L.A / Vancouver / British Columbia 🎯 𝗖𝗼𝗻𝘁𝗿𝗮𝗰𝘁 𝗗𝘂𝗿𝗮𝘁𝗶𝗼𝗻: 2–4 weeks 🎯 𝗦𝘁𝗮𝗿𝘁 𝗗𝗮𝘁𝗲: ASAP 🎯 𝗘𝗹𝗶𝗴𝗶𝗯𝗶𝗹𝗶𝘁𝘆: Must have legal authorization to work in US and Canada 𝗥𝗲𝗾𝘂𝗶𝗿𝗲𝗺𝗲𝗻𝘁𝘀: 🎯 Strong understanding for photographic realism and naturalistic lighting is key 🎯 Ability to create highly realistic, photographic-quality imagery 🎯 Experience in concept art and visual development for feature films or television 🎯 Strong digital painting, image development and paintover skills 🎯 Excellent eye for photographic detail, mood and realism 🎯 The ability to work quickly, iterate and respond to feedback 🎯 Matte painting experience is a strong plus! 𝗔𝗿𝘁𝗶𝘀𝘁𝘀 𝘄𝗶𝘁𝗵 𝗮 𝗺𝗮𝘁𝘁𝗲 𝗽𝗮𝗶𝗻𝘁𝗶𝗻𝗴 𝗯𝗮𝗰𝗸𝗴𝗿𝗼𝘂𝗻𝗱 𝗮𝗿𝗲 𝗲𝗻𝗰𝗼𝘂𝗿𝗮𝗴𝗲𝗱 𝘁𝗼 𝗮𝗽𝗽𝗹𝘆! 𝗘𝘅𝗽𝗲𝗿𝗶𝗲𝗻𝗰𝗲 𝘄𝗶𝘁𝗵 𝗔𝗜 𝘁𝗼𝗼𝗹𝘀 𝘀𝘂𝗰𝗵 𝗮𝘀 𝗡𝗮𝗻𝗼 𝗕𝗮𝗻𝗮𝗻𝗮 𝗣𝗿𝗼 𝗼𝗿 𝗖𝗼𝗺𝗳𝘆 𝗨𝗜 𝗶𝘀 𝗮 𝗽𝗹𝘂𝘀, 𝗯𝘂𝘁 𝗮 𝘀𝘁𝗿𝗼𝗻𝗴 𝗮𝗿𝘁𝗶𝘀𝘁𝗶𝗰 𝗲𝘆𝗲 𝗳𝗼𝗿 𝗽𝗵𝗼𝘁𝗼𝗴𝗿𝗮𝗽𝗵𝗶𝗰 𝗿𝗲𝗮𝗹𝗶𝘀𝗺 𝗮𝗻𝗱 𝗻𝗮𝘁𝘂𝗿𝗮𝗹𝗶𝘀𝘁𝗶𝗰 𝗹𝗶𝗴𝗵𝘁𝗶𝗻𝗴 𝗶𝘀 𝗼𝘂𝗿 𝘁𝗼𝗽 𝗽𝗿𝗶𝗼𝗿𝗶𝘁𝘆! Interested? We'd love to hear from you! Apply directly using the link below: https://lnkd.in/gZ27rwbK #DigitalDomain #SeniorConceptArtist #ConceptArt #ConceptArtist #MattePainting #DigitalMattePainting #VisualDevelopment #FeatureFilm #Television #LosAngles #Vancouver #BritishColumbia
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Ben Greene reposted thisBen Greene reposted this📣 Giant Skull is looking for a Lead Level Designer! We make single-player, action adventure games and this is a very cool opportunity to build something new with a team that is excellent at what they do. 🔥 🔥 🔥 Are you a highly experienced level designer who can set a quality bar for excellence and delivery, is passionate about effective leadership and cross discipline collaboration, and who loves to build levels hands on? Please apply through our website or the link below! We are hybrid/remote - we have a physical space in Encino, CA but are also open to remote candidates in US/Canada. Join us and we can build immersive, unforgettable adventures together! 🙌 #gamejobs
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Ben Greene reposted thisBen Greene reposted thisWe're looking for an art director at SCI. Drop me a DM if you're interested or know someone that would be a good fit.
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Ben Greene reposted thisBen Greene reposted thisOpen art role, At Velan Studios, we are currently seeking to line up a great opportunity for a senior Environment Art role here in Toronto. It's hybrid, full time work on exciting content we are passionately developing and unannounced. Looking for folks with senior level xp. - if you're interested in joining a great team on a special project, and we've worked together in the past, do not hesitate to reach out my way. A deep knowledge using proc-gen tools is essential.
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Ben Greene reposted thisWe’re hiring a Senior Writer at Beamdog! We’re looking for an experienced game writer to help us create great characters, dialogue, and stories alongside our design and creative teams. This role is open to candidates across Canada, though we’d especially love to hear from folks in Edmonton who can spend some time working with us in the office. If this sounds like you or someone you know, please check out the posting below. Please feel free to share! Please apply directly via our website here: https://lnkd.in/gmdHrprA
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Ben Greene reposted thisI am NOT the person hiring for this role. Click on the link to find out more and apply.Ben Greene reposted thisGame studio is looking for ���� Senior Concept Artist/2D Artist (Remote - US locations: CA, WA, TX, NY) Create character designs, costume variations, weapons, environments and promotional art for DC Universe Online. Requires 5+ years of professional game industry concept art experience and at least one shipped AAA or high-profile live-service title. Expert Photoshop and Procreate skills, strong superhero illustration fundamentals and cross-team collaboration are essential. Blender or ZBrush experience is a plus. Salary ranges from $85,000 to $110,000 annually, depending on location. 🚀 Interested? 👉 Join Community (Link in bio) Lead Id: 18143
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Ben Greene reposted thisBen Greene reposted thisFor everyone who asks me, “what is going on in the video games industry," here’s my best attempt to answer on just one page High-res version: https://lnkd.in/g34ygMqK
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Ben Greene reposted thisBen Greene reposted thisIt has been another difficult week for many in the game development community. To those affected by recent layoffs, we are thinking of you and your teams. At 31st Union, we are are working on an exciting all-new 3rd-person competitive shooter and have several openings across art, design, engineering, and production. Our studio is based in San Mateo, CA, and we also have remote opportunities for select roles. If you're exploring your next chapter, we hope you'll take a look. And if you know someone who might be a good fit, please help us spread the word. You can find more info here: https://lnkd.in/gM3mtEA4 #GameDevJobs #Hiring #31stUnion
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Ben Greene reacted on thisBen Greene reacted on thisI wish more people understood what prolonged unemployment does to someone, especially in games right now. Losing your job is one thing. Spending one, two, or more years desperately searching without knowing when it will end is another. I should know: I have a few thousand people on my lists who have been looking for two years or longer. Every morning brings the same uncertainty. You check openings, apply, contact people, follow up on interviews, and wonder what else you can try. Weeks become months. Months become years. Applications disappear without answers. Interviews go nowhere. You can search all day and feel the world passing you by. Meanwhile, life doesn't stop. The mortgage, insurance, childcare, food, and debt still need paying while your savings disappear. I know people who have sold homes, exhausted retirement accounts, moved across the country, or moved in with relatives just to get by. And what happens when it happens AGAIN? Our tracking suggests roughly one in four games workers laid off since 2022 have faced another layoff. Around 5% have been laid off three or more times. I know couples who have both lost their jobs, sometimes repeatedly. Imagine rebuilding your finances and sense of security only to have it taken away again. These are people I speak with constantly, people who have given years or decades to games. Here's what especially bothers me. Why do so many people lecture those who have been unemployed for months or years as though they're infants who don't understand the basics of looking for work? So much advice seems to assume that unemployment must mean someone is doing something wrong, that they've somehow missed an obvious solution everyone else can see. It's incredibly patronizing and I try very hard never to make anybody feel this way. Of course advice and coaching can help. That's a huge part of ASGC. But thoughtful support is not the same as talking down to someone who knows their own circumstances better than you do. I know people who have put thousands of hours into doing everything they're told to do and still haven't found work. Most don't want pity. They want a fair chance to work, provide for their families, and feel secure again. After four years speaking with tens of thousands of games workers, I've learned how much pain can lie behind words you see online. Before judging someone's frustration, think about what they may have endured. Talk to them. Listen. Try to understand. Above all, give people some grace. There are so many good people in our industry who have been through more than most of us realize.
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Ben Greene reacted on thisBen Greene reacted on thisThe more I draw them. The more I can remember them.
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Ben Greene reacted on thisBen Greene reacted on thisTwo months ago, I got the best news and joined Hasbro and Wizards of the Coast as Internal Communications Manager! 🎉 It's been a whirlwind few months, and I couldn't be more thankful for where I've landed. In my short time here, I've been blown away by the caliber of people I've met and continue to meet every week. The kid in me who grew up with My Little Pony 🐎 still can't believe this is my job. And now I get to be part of the Magic: The Gathering and Dungeons & Dragons community, alongside the incredible people who bring these games to life. Someone pinch me. 🍀 Grateful for this journey and everything still to come! ❤️ #newjob #hasbro #wizardsofthecoast #mylittlepony #mtg #dnd
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Ben Greene reacted on thisBen Greene reacted on thisThe internet wasn't always this…exhausting. Today's internet tracks you, interrupts you, and asks for permissions it already took. But it wasn't always that way, and it's not how it's supposed to work. It's how a few companies decided it should work, because it pays. We're making a different bet at Firefox. Remember us? Well, we're still here, and we don't think the internet should be like this. We’ve been hard at work innovating all year, blocking trackers, giving people choice about when to use AI if at all, shipping a modern new design, developing a version for businesses to use, signing new partners, and stepping into cultural moments to speak up for a better way. Because we remember the internet as it used to be, and we want to bring it back. In that nostalgic spirit, check out the new campaign we did, with some of the people who made the internet the fun, weird, interesting place it was and can be again. The internet’s future isn’t decided. We all have a say in what comes next. And that’s worth coming back for. There’s a lot more to come. Welcome back to Firefox.
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Gearbox Entertainment
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Bill Yeatts
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Do not presume you can get it done quickly. Do not presume you can do it with less people than ever before. Make a plan that is achievable with the time and the team you have with workflows that are known. I know this seems simple, but you would be suprised how many companies have those two presumptions and end of falling short. And yes, look for accelerants, just do not plan on them until they are proven and a part of your workflow. It is ok if you finish early if you find/develop during a cycle and reap it's benefits.
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Gaming is one of the fastest-growing frontiers in media. People aren’t just playing anymore; they’re engaging, creating, and moving through the content. The challenge isn’t deciding to partake, it’s how you build systems that can scale with gaming’s extreme content needs. John Reposa (Technology Lead) and jake coughlin (Director of Motion/Visual Innovation), attended 4As' Gaming Day last month and brought back actionable insights to help your team take the jump into the world of gaming. Check out their thoughts below and read their full findings on our website (link in the first comment).
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Philip Straub
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The environment isn't simply another character. It creates the characters. Every civilization is shaped by the world it inhabits. Geography determines resources. Resources influence technology. Technology shapes architecture. Over generations, those practical decisions become culture. Too often in game development and film, we ask what an asset should look like. We need to start asking why it exists in the first place. The greatest reward of worldbuilding isn't invention. It's discovery. In my latest essay, I break down the core design philosophy I used with my art teams on projects like Shadow of Mordor and Black Panther, and why teaching people to think in relationships creates deeper immersion for the audience. Link to the full piece in the comments below. 👇 #GameDesign #CreativeLeadership #EnvironmentDesign #Worldbuilding #GameDevelopment
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Christopher Miller
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It’s always disappointing to see studio after studio just following a formula or trend to only end up doing layoffs and/or canceling projects. The approach most developers/publishers take to game development and greenlighting projects is so completely flawed, where can new and creative ideas come from if there is never a priority placed on experimentation and discovery? The industry is RIPE for a better process to seek a better way. Why are game pitches internal? Who does it serve? Wouldn’t it be better to crowd source ideas to see audience/gamer engagement? Sure your idea might be copied; but just because you can pitch the Last of Us, or Cuphead doesn’t mean you have the talent/experince to execute and make it.
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Side
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Big news for our Art team! 🎨 We're pleased to welcome Andrea Cordella as Side's new Global Head of Art, following our acquisition of boutique game art studio Roboto Entertainment. With more than 30 years of games industry experience, Andrea joins alongside his talented team of artists and designers, bringing additional expertise in environment and world-building art to Side. The team will be based at our new #SideChengdu studio, our second location in mainland China, while Andrea leads our global Art teams across EMEA, APAC, and the Americas. This marks an exciting step in expanding our Art Production capabilities and strengthening our presence in one of the industry's most important markets. A warm welcome to Andrea and the entire Chengdu team! 👏 Read the full announcement: 🔗 https://bit.ly/3U4GNCt #GameArt #SideArt #SideNews
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Mark Skelton
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So I’ve been playing with AI quite a bit as it relates to art recently, my conclusion: Production organization with effectively infinite execution bandwidth is great and all, BUT, that still requires someone to know what good is. AI doesn’t know what “good” is because good goes beyond just reason. It still needs a person with good “instincts”. Will AI ever have good instincts? Honestly, I doubt it. Will it speed up production? Yeah, quite a bit, but as the old saying goes “Crap in, Crap out”.
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Halon Entertainment
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For the Sid Meier’s Civilization VII announcement trailer, the team developed a tactile, handcrafted style, as though human hands had shaped the world and its characters over the ages. Here's a first look behind the scenes at our work on Sid Meier's Civilization VII, created in collaboration with the teams at 2K and Firaxis Games. Client: 2K Games and Firaxis Games Executive Producer: Christopher Ferriter Director: Ryan McCoy Producer: Josh Orellana & Jackson Lewis CG Supervisor: Brian Lee Editor: Spence Nicholson #HalonEntertainment #CivilizationVII #GameCinematics #Animation #Gaming #BehindTheScenes
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Academy of Interactive Arts & Sciences
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This week on the #GameMakersNotebook Podcast, Trent Kusters chats with Gregory L., Creative Director behind Housemarque's latest dark sci-fi bullet-ballet, Saros! Together they discuss his early work in film with directors such as Alfonso Cuarón and Ridley Scott; transitioning into games and his path from VFX, to narrative, and ultimately direction; creating a spiritual successor to Returnal while developing a brand new IP; focusing on challenging but rewarding gameplay; and building a narrative around the roguelike gameplay. Watch the full episode now on YouTube or listen on your favorite #podcast app! Support the show and get all of our episodes early/ad-free on Apple Podcasts: https://lnkd.in/gAy8-N7
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GamesBeat
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How Randy Pitchford, Founder & CEO of Gearbox Entertainment, has pulled off magic tricks for decades with Borderlands and more At #GamesBeatNext, Pitchford reflected on how blending performance, technology, and leadership has shaped Gearbox’s trajectory. From the enduring success of Borderlands to his evolving role as founder and now creative advisor, his story highlights the power of adaptability in an industry where audience expectations, platforms, and business models continually shift. Read the full article on GamesBeat by Dean Takahashi: https://lnkd.in/eaAXcrYw #GameIndustry #Leadership #GameDevelopment #Studios #Creativity
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AI is reshaping the production pipeline. It is not replacing creative excellence. Peter Franco, our Senior Art Director on Gold Fish Casino, recently joined Deconstructor of Fun to discuss what this shift really means for game art & development. His point was clear. Strong traditional art skills are what separate distinctive work from generic output. AI can generate assets in seconds. It does not define the creative problem. It cannot instinctively balance composition, color, emotion, and gameplay intent. That responsibility belongs to experienced artists and designers. The studios that lead this next chapter will not be those that simply adopt AI. They will be the ones who combine deep craft with emerging tools and use both with intention. At SciPlay, we invest in both. Technology expands what is possible. Creative judgment turns possibility into impact. See the full conversation here: https://lnkd.in/gywn_qV4 #AI #Art #GameIndustry #MobileGames #LifeAtSciPlay
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