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ArenaNet Class of 2012 Internship Program Now Accepting Applications

Discussion in 'Off Topic' started by Zosimus, Sep 17, 2011.

  1. Zosimus

    Zosimus Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

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    Was not sure exactly to post this since all the gamers in all the stratics game may be interested in this.


    ArenaNet Class of 2012 Internship Program Now Accepting Applications

    Link Below:

    ArenaNet Class of 2012 Internship Program Now Accepting Applications – ArenaNet Blog



    Copy and pasted it just for the peeps that dont like to click links.


    ArenaNet is once again considering internship applications. ArenaNet Class of 2012 will offer the following disciplines: Character Art, Environment Art, Technical Art/VFX, Animation, and Programming. Please consider the following application methods below, and make sure to include all necessary materials.
    Program Features

    • Small cohort. Work and learn with a small group of motivated interns.
    • Professional environment. Hone your skills at the ArenaNet studio working side-by-side with top game industry artists in a dedicated work space.
    • Meaningful work. You’ll work on a variety of important art assignments that contribute to the success of the company, not “grunt” work.
    • Broad training, relevant skills. You’ll receive training in a broad variety of skills rather than specializing on creating specific content. We want our interns to emerge from the program as stronger all-around artists, not as experts in creating eyeballs or helmets.
    • Hourly stipend. You will receive a $14 per hour stipend and will work in the ArenaNet studio Monday through Friday for the duration of the year-long program.
    • Pacific Northwest location. Enrollees in the ArenaNet internship program will be expected to relocate to the Bellevue, WA area at their own expense. Bellevue is in the beautiful greater Seattle area, which offers a wide range of cultural and natural activities.
    • Interns are welcome to participate in ArenaNet University, our internal program of classes and workshops presented by experts from our studio and guest speakers from the game and entertainment fields.
    The ArenaNet Class of 2012 Internship Program is not an internship-to-hire program. We’re not guaranteeing jobs to any intern in the program, but you will emerge from the program with an arsenal of professional skills, an incredible portfolio, and an invaluable experience under your belt.
    Art Overview

    At ArenaNet, we’re serious about art. We’ve built an art-centric studio culture where the artist plays a vital role in game creation and presentation, and our art team is full of award-winning talent from all over the world. We created our art internship program to help develop young artists, providing them with the skills they need to be successful in the game industry. We’re looking to cultivate artists who have the raw talent, but lack one thing: work experience.
    It’s our experience that artists learn more in the first few months of a game industry job than in their entire time at art school. We’ve created an immersive work-based educational program where intern artists work alongside professionals to develop real skills that are relevant and sought after in the game and entertainment industry. This isn’t a standard studio internship, where you’ll be expected to make copies or perform menial tasks for studio artists. You can’t develop your skills if you’re doing “grunt work” for a year, so expect to be challenged artistically and provided with opportunities to contribute to the success of the studio in a substantive way.
    Our Ideal Candidate

    • Self-motivated
    • Well-balanced repertoire of art skills
    • Has experience working with Maya, Photoshop and Zbrush
    • Comfortable using the Internet and related communications technology
    • Familiarity with the game industry is a plus
    How to Apply for Art

    Submit a portfolio of your work and a completed character or environment art test to [email protected] . You may post your progress online, but you MUST email your final renders along with a breakdown of your texture sheets. The entry deadline is September 21st, 2011.
    No follow-up phone calls, please. Attention to detail is a key requirement for this position, so if you’re unable to follow these instructions specifically, you will not be considered for the program. Good luck!



    [​IMG]
    [​IMG]



    Character Art Guidelines


    Choose one of the concepts provided in this blog post. From this concept, create a high resolution mesh using a package such as ZBrush. Then convert the high resolution mesh to a 7500 poly low resolution mesh using a 1024 diffuse, specular, and normal map (3 maps total). Your test should demonstrate an understanding of modeling in high and low resolution, diversity in the appearance of texture using a single material.
    • 7500 triangles for the entire model (don’t worry about double-sided)
    • Diffuse map, normal map, specular map (grayscale), alpha map (1-bit) – each 1024 x 1024
    • Optional: Reflection map mask to adjust environment reflections
    Although this is primarily a test on armor, we expect the body to be made as well. The face/head is not important and can be somewhat obscured as long as what IS visible does not seem awkward. Please remove unnecessary geometry (e.g., we only need the skin mesh where it’s actually visible).

    Some criteria we’d like to see met:
    • Very clean and effective normal map that shows a command for creating both organic shapes and hard edged armor
    • Texture materials clearly defined (leather looks like leather, metal looks like metal, etc.)
    • Artistic sense of proportion and contrast to bring out the best qualities of the armor set
    • Effective combination of alpha transparency and modeling out shapes to communicate complex forms within the polygon budget
    The diffuse map should be made agnostic of specific lighting conditions, but artistic judgment in occluded shadows and general lighting to enhance the model’s presence is appreciated.
    Environment Art Guidelines

    [​IMG]




    The structure should be less than 3000 polys and use the maximum equivalent of two 1024×1024 textures in any configuration (including diffuse, normal, shadow and specular maps if necessary)
    Submissions should include the project file, textures, and several renderings of the finished product.
    Feel free to add your own interpretation to the style, cleanliness, and add any extra supporting elements as needed.
    Animators/VFX Artists:

    To apply, please send your resume, portfolio, and reel to [email protected].

    How to Apply for Programming


    Please fill out an online application by clicking the link below.

    http://tbe.taleo.net/NA5/ats/careers/requisition.jsp?org=NCSOFT&cws=1&rid=972
    Programming Guidelines







    Skills:
    • Demonstratable experience in C/C++
    • Highly motivated, self starter, creative thinker
    • Reliably able to create good quality, performance-minded code
    Pluses:
    • Experience writing memory efficient algorithms
    • Experience working with networking APIs
    • Experience writing file streaming system
    • Experience porting code
     
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