CAREERS

AT TREEHOUSE NINJAS

Treehouse Ninjas is first of all a team of artists, we are extremely focused on talent development, creative engagement and motivation. When hiring new ninjas, what we put in front of everything is the human profile and personality, after that come skills and experience.
Our ultimate goal is to create what nobody has done before, hence where you want to go is more important than where you have been. However, the stuff we do ain’t easy so you should come with a whole bunch of cards up your sleeve.
Our favourite profiles are Game, Vfx, Animation industry veterans who are somehow done with the usual corporate jobs (and politics), and want to join an independent team of artists to have their voice and personality contribute to shape the company as we grow. If this isn’t you, but you strongly feel you have what it takes, we still wouldn’t mind discovering by accident the next Leonardo Da Vinci, so go ahead and show us what you got!

OPEN POSITIONS:
OTHER:

What we offer :

  • Top of the industry projects to work on (AAA titles and clients).

  • Highest level of creative freedom and space for initiative.

  • Opportunity to work alongside very experienced professionals.

  • Very friendly environment with open communication, rock 'n' roll music, beers and good vibes.

  • No overtime. Yep, you work on AAA titles without having to sell your soul.

  • Certified 100% bullshit-free environment: flat hierarchy, no over management, we listen to each other and mean what we say.

What you are :

  • Passionate about art, games and movies.

  • Eager to ride the edge of today's and tomorrow's technology.

  • Fine with living out of your comfort zone and exploring new tools.

  • Approachable, humble and very curious type of person: you'll stop learning new things only when you die.

  • A laid back and genuine person, that never forgets when's time for accuracy and reliability (able to set a goal and commit to it).

  • A natural born team player who can communicate honestly, take critique positively and keep it together when pressure comes.

What you are not :

  • An ego-driven primadonna who thinks he's or she's the best (please stay where you are, we've already dealt with enough people like that).

  • Somebody who cannot take direction and embrace change.

  • A pure fine artist who doesn't care about understanding the technical sides, or the other way round.

  • Somebody whose goal is to ultra-specialize on just one aspect (corpo-style companies are a better place for that).

  • A spoiled youngster who thinks success can come without focus and dedication. It's a long way to the top, if you wanna rock 'n' roll.

Mid Environment Artist

With a focus on environment art, you'll be involved in the design and full-circle creation of high-end 3d scenes, from single asset modeling, texturing, surfacing, to complex interiors and landscape assembly, lighting, and optimization according to the specs of the destination engine/platform (for both games and movies, so it can be either realtime or offline rendered environments). As we've got our hands on top franchises, high level attention to details and sharp artistic skills are a must.

As a Mid Artist, you'll be in charge of specific portions of the environment work. Ranging from single assets to small areas, you'll start by observing references and concept art, discuss them with the Lead Artist, and bring them to life according to the art direction and technical specs of the project. With the help of the supervising staff, you'll be required to manage your time efficiently, reporting your progress regularly to the Lead Artist and absorb the feedback positively to ensure quality is top-level and deadlines are met.

Requirements :
  • At least one year of previous production experience in either games, vfx, animation, or archiviz.

  • Proven ability in at least two CG disciplines (modeling, texturing, layout, shading, matte painting, lookdev, lighting, fx, etc).

  • Good eye for shape, contrast, color, composition, and knowledge of how to control them in a story-driven fashion.

  • Extensive design and architectural visual library, and ability to put it in practice under different style requirements.

  • Ability to multitask while switching between multiple software and plug-ins (not stuck with your one favourite program).

Pluses :
  • Concept art and traditional art portfolio (life drawings and paintings).

  • Familiarity with shading networks, 2.5D projection techniques, compositing, and ability to approach color-theory numerically.

  • Some experience with modern realtime engines, with a focus on world building (Unreal, Unity, Cryengine, or similar ones).

  • Understanding of physically based rendering, photography and color spaces.

  • An attitude towards efficiency via proceduralism and recipe-driven approaches.

  • Eligibility to work in the European Union.

TO APPLY please send your CV and a link to your reel/portfolio to jobs@treehouseninjas.com including Your Name and the word Mid Environment Artist in the subject line, [for example John Doe - Mid Environment Artist], we’ll review your application and get back to you if your application qualifies for an interview. Thanks!

↑ BACK TO JOB LISTING ↑


Senior Environment Artist

With a focus on environment art, you'll be involved in the design and full-circle creation of high-end 3d scenes, from single asset modeling, texturing, surfacing, to complex interiors and landscape assembly, lighting, and optimization according to the specs of the destination engine/platform (for both games and movies, so it can be either realtime or offline rendered environments). As we've got our hands on top franchises, high level attention to details and sharp artistic skills are a must.

As a Senior Artist you'll be expected to take ownership over one or more sectors of a complex environment. Working closely with the Lead Artist, you'll start by evaluating the artistic requirements and technical complexity of a project. On your given portion of the environment work, you'll be helping breaking down the workload to be distributed across the team, also coming up with suggestions and workflow ideas.

Senior Artists are responsible for most of the 'hero' asset work, they take care of scene assembly and management in a self-sufficient manner, and keep an eye over the Mid Artists by mentoring them. You'll be reporting directly to the Lead Artist and the Creative Director, embracing feedback with a can-do attitude. Proactivity and good communication skills are fundamental: the final quality and consistency of our environment work depends on the efficient sync of our senior staff.

Requirements :
  • At least three years of production experience in the visual entertainment industry (games, vfx, animation).

  • Proven ability in at least two CG disciplines (modeling, texturing, layout, shading, matte painting, lookdev, lighting, fx, etc).

  • Exceptionally developed eye for shape, contrast, color, composition, and deep knowledge of how to control them in a story-driven fashion.

  • Even-tempered professional attitude, able to stay solid as a rock under pressure, while communicating clearly and friendly.

  • A keen interest in improvement and discovery. If a problem doesn't have an obvious solution, you roll up your sleeves and get at it.

  • Solid understanding of physically based rendering, photography and color spaces.

  • Extensive design and architectural visual library, and ability to put it in practice under different style requirements.

  • Some experience with modern realtime engines, with a focus on world building (Unreal, Unity, Cryengine, or similar ones).

  • Ability to multitask while switching between multiple software and plug-ins (not stuck with your one favourite program).

Pluses :
  • Concept art and traditional art portfolio (life drawings and paintings).

  • Familiarity with complex shading networks, 2.5D projection techniques, compositing, and ability to approach color-theory numerically.

  • Some experience with on-location photogrammetry scanning and HDRI data acquisition and processing.

  • An attitude towards proceduralism and scalable approaches.

  • Understanding of version/revision control systems (Perforce, SVN, etc).

  • Python scripting and basic tool development skills for efficiency.

  • Eligibility to work in the European Union.

TO APPLY please send your CV and a link to your reel/portfolio to jobs@treehouseninjas.com including Your Name and the word Senior Environment Artist in the subject line, [for example John Doe - Senior Environment Artist], we’ll review your application and get back to you if your application qualifies for an interview. Thanks!

↑ BACK TO JOB LISTING ↑


Lead Environment Artist

With a focus on environment art, you'll be involved in the design and full-circle creation of high-end 3d scenes, from single asset modeling, texturing, surfacing, to complex interiors and landscape assembly, lighting, and optimization according to the specs of the destination engine/platform (for both games and movies, so it can be either realtime or offline rendered environments). As we've got our hands on top franchises, high level attention to details and sharp artistic skills are a must.

Working closely with the Creative Director, the Lead Artist takes responsibility over planning and structuring the projects, evaluating the workload, anticipating potential issues, establishing the best workflows, breaking down and organizing the process into assignments to be distributed across the team. Then, while being hands-on in charge of the main style-defining hero pieces, the focus shifts over reviewing the Artists' work to ensure top notch quality is mantained within the given deadlines, providing technical and artistic guidance, leading by example, mantaining the project organized as it progresses.

This is a leadership position, for which highly developed communication skills, energy and charisma are indispensable.

Requirements :
  • Several years of production experience in the visual entertainment industry (games, vfx, animation).

  • Even-tempered professional attitude, able to stay solid as a rock under pressure, while communicating clearly and friendly.

  • Proactive and can-do attitude. You'll be the go-to person for the artists, and we like people that smile :)

  • A keen interest in improvement and discovery. If a problem doesn't have an obvious solution, you roll up your sleeves and get at it.

  • Extremely organized mindset. We welcome OCD level of attention to naming conventions and data/folder structures.

  • Proven ability in mutliple CG disciplines (modeling, texturing, layout, shading, matte painting, lookdev, lighting, fx, etc).

  • Exceptionally developed eye for shape, contrast, color, composition, and deep knowledge of how to control them in a story-driven fashion.

  • Solid understanding of physically based rendering, photography and color spaces.

  • Extensive design and architectural visual library, and ability to put it in practice under different style requirements.

  • Ability to multitask while switching between multiple software and plug-ins (not stuck with your one favourite program).

  • Understanding of version/revision control systems (Perforce, SVN, etc).

Pluses :
  • Previous experience in a leadership role involving client-side communication.

  • Proven experience with complex scene management in AAA games or movies.

  • Concept art and traditional art portfolio (life drawings and paintings).

  • Fluency with complex shading networks, 2.5D projection techniques, compositing, and ability to approach color-theory numerically.

  • Python scripting and tool development skills for efficiency.

  • Experience with on-location photogrammetry scanning and HDRI data acquisition and processing.

  • Confidence with press presentations, such as behind-the-scenes articles, interviews and conference speeches.

  • Eligibility to work in the European Union.

TO APPLY please send your CV and a link to your reel/portfolio to jobs@treehouseninjas.com including Your Name and the word Lead Environment Artist in the subject line, [for example John Doe - Lead Environment Artist], we’ll review your application and get back to you if your application qualifies for an interview. Thanks!

↑ BACK TO JOB LISTING ↑


Expression of Interest

If the currently open vacancies don't quite fit your profile, but you still want to express your interest in joining us, or if you just invented a new job that didn't exist before and would help us bringing on the magic, do get in touch. You can send your CV and online portfolio to:

jobs@treehouseninjas.com

Please include your name and Speculative Application in the subject. We'll check it out, maybe some of your potential is still a bit hidden but it's there. If nothing is available for you, we'll keep you on file, and we'll try to get back to you (no promises though), thanks!

↑ BACK TO JOB LISTING ↑


Internship / Trainee

Hiring an intern in the studio is a serious commitment that requires a program of close mentorship and constant feedback. We're currently focused on delivering our projects at the highest quality possible and that keeps us pretty busy during the workday. Because of this, we cannot afford yet to have in the studio somebody who's not ready to contribute effectively to the work.

However, if you feel your skills kick some serious asses, and you're able to prove it, contact us; even if we don't have internships as of now, in the future we probably will. So if you're a promising talent and you're able to demonstrate serious passion and reliability, we'll keep you in mind for sure.

↑ BACK TO JOB LISTING ↑