CD PROJEKT RED

Tworzymy erpegi, które zachwycają graczy na całym świecie.

Concept Artist (hard surfaces)

  • Creating high quality concept arts of hard surfaces (vehicles, mechanisms, industrial elements).
  • Attending reviews, taking feedback and iterating on concepts if needed.
  • Collaborating closely with the Design, Art Directors, sub-team Leads and getting artistic direction as well as support from them.
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Combat Designer

  • Take encounter “shells” delivered by other teams and using our proprietary visual scripting language; script combat AI and flow, memorable moments/set pieces and companion AI.
  • Dedicate yourself to understanding all player verbs, allowing yourself to craft divergent experiences that cater to all available playstyles.
  • Work with Quest Designers, Open World Designers, Level Designers and Environment Artists to design memorable combat encounters based on predefined narrative, environmental and gameplay themes.
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Cyberpunk 2077 Web Developer (Java)

Collaborating with our sister company CD PROJEKT RED, we are creating backend systems and online features powering games like (GWENT: The Witcher Card Game) and (Cyberpunk 2077). Join the team of our extraordinary software engineers and help us build services for new, revolutionary games. Join our brand new Java team […]

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Data Analyst

  • Gathering, analyzing and sharing GWENT data for marketing campaigns and in-game performance.
  • Influencing marketing department decisions by providing hard-data based feedback.
  • Creating and analyzing data reports as well as identifying statistical trends within the available data.
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Environment Artist

  • Creating high poly sculpts and low poly in-game models based on original concepts.
  • Creating photorealistic original textures using various tools and middleware.
  • Setting up materials and shaders to achieve best possible final quality.
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Environment Artist

  • Creating high poly sculpts and low poly in-game models based on original concepts.
  • Creating photorealistic original textures using various tools and middle-ware.
  • Setting up materials and shaders to achieve best possible final quality.
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