What is Amnesia’s Hard Mode?

A year ago we brought SOMA to the Xbox One, and along with it the Safe Mode. The optional mode removed the hostility of enemies and let players explore Pathos-II in relative peace. Most  players were pleased with it, and at best it meant that players that hadn’t dared to traverse the Atlantic ocean floor before now had a chance to experience it.

Now finally releasing the Amnesia: Collection on Xbox One, and decided to also spice it up with a little treat. We bring you the polar opposite of the Safe Mode: the Hard Mode!

Amnesia: Collection will be released on Xbox One on the 28th of September, after which the mode will be available on Xbox and PC.

What is the Hard Mode?

It is really just as the title suggests: a mode that makes it harder to beat the game. You know, in case The Dark Descent wasn’t stressful enough for you.

The Hard Mode has the following features:

  • Autosaves are disabled, and manual saving costs 4 tinderboxes
  • Sanity dropping to zero results in death
  • Less oil and tinderboxes throughout the levels
  • Monsters are faster, spot the player more easily, deal more damage and stay around for longer
  • There is no danger music when the monsters are near.

So in summary: the environments are harsher, the monsters more unforgiving, insanity is deadly, and death is final – unless you pay a toll.

You can pick between normal mode and Hard Mode when starting a new game of Amnesia: The Dark Descent. The mode changes some fundamental elements of the game, and therefore can’t be changed halfway through.

A Machine for Pigs and Justine do not feature this mode.

How does this affect achievements/trophies?

Beating the game on Hard Mode will earn you a new trophy called Masochist. Because, you know, you pretty much have to be one to complete the mode.

The mode affects the Illuminatus achievement, which you can’t get during playing in Hard Mode as it reduces the amount of tinderboxes throughout the level.

Will it be on all platforms?

Yes! The Hard Mode will launch on Xbox and PC versions (Steam, GOG, Humble Bundle) simultaneously. We have started working on the PS4 version with our porting partner, and hope to have it out soon.

Extra

Want a Hard Mode wallpaper? Download a 4K version with and without the logo on our public Drive folder.

Celebrating the 30th birthday of Simon Jarrett

Today, the 16th of July 2018, Simon Jarrett would have turned 30. He never quite made it, the proposed treatment for his brain damage proving ineffective.

And yet he did. A Simon Jarrett made it to the ARK, facing eternity among the stars. Another(s), infinity below the sea, at least as long as the batteries last. But he didn’t just live, he left a legacy. His scan, for a generation of programmers to use. The ARK, preserving humanity until the Sun burns out.

And you.

Simon lives on in every fanart, every mixtape and cosplay. He gets a different story in a fanfic, be it finding a cure, finding love, sometimes dying, yet still living on through those moments. You have taken him well beyond 4.0, and for that we are thankful.

As a small celebration we have collected 30 of some our favourite fan works of Simon, one for each year since his birth. In all honesty 30 is an arbitary number, a cutoff point to keep this post from being far too long. We love each and every one of your fan creations, as well as mods, meta commentary and even just coming together as a community.

From us, and from Simon: thank you!

PS. If you want to see more fan creations from SOMA, Amnesia games and Penumbra, we have an official Tumblr blog where we have collected your works from Tumblr, Twitter, Instagram and Deviantart. The blog updates daily! (We might not have found your work, so please tag us on social media, or send us a message!)

Cosplay and art by Zerachielamora

Zerachieamora is one of the top creators in our community, having done cosplays of all our protagonists, as well as having time to run ask blogs and make art. Their stuff always has top-notch detail and creativity. We certainly hope our next protagonist will be cool enough to inspire them to make another cosplay!

You can also find Zerachielamora on TwitterInstagram and Deviantart.

Okay, okay, almost done with the praise! Just one more thing we loved:

Art by Sketchinfun

https://sketchinfun.com/post/132244987837/in-between-boarding-today-i-decided-to-do-some

Sketchinisfun has made a lot of awesome contributions to the fandom, such as Tiny Catherine, but this animation has to be our favourite – everyone knows just how much dedication that requires!

We also can’t help but appreciate their take on Simon and Catherine’s voice actors’ coping mechanisms (which we cannot officially endorse).

Art by lumipaiio

Lumipaiio’s forté is drawing incredibly dynamic Simons and Catherines. Just look at him go! It is so hard to pick a favourite!

Lumipaiio have also drawn an incredible concept called Leggy Catherine, among other things.

Plushie by DonutTyphoon

Animation by Rabbitintheheadlights

Rabbitintheheadlights is asking the right questions. Note how we don’t have mirrors in the early game?

Art by Bardicles

Bardicles draws the cutest little Simons, and keeps us entertained with their short comics!

Art by Shaidis

One of our favourite levels deserves some love, and Shaidis delivers! This piece is beautiful, and it is no wonder it shows up whenever you search for SOMA fanart.

Art by Rennerei

Is it a screenshot? Nope, just Rennerei working their magic!

This pick might be biased as our community manager has followed Rennerei since the early TBFP/Motorcity/TF2 days. It is truly inspiring to work on something, and then receive fanart from someone you admire.

You can also find Maren on Twitter and Instagram.

Pixel art by Adam Joe Pajor

Adam has done various cool pixel art pieces from SOMA, as well as Amnesia, which you should definitely check out in their Frictional tag on Tumblr.

You can also find Adam on Facebook!

Art by Dospeh

Doseph has made an incredible set of all our major protagonists that you can find in their Frictional Games tag. The detail, atmosphere and claustrophobia in the works is astonishing.

You can also follow them on Instagram.

Art by Fayren

https://monsterboysandrobots.com/post/130086660988/soma-just-rip-out-my-heart-and-drop-it-in-the

Fayren does amazing original work, but it is an honour that they took time to create fanart for us.

They has also made another piece of SOMA fanart that we have up on our wall in the Malmö office.

You can also follow Fayren on Twitter.

Art by Mcfudgie

Sick.

We’re serious developers, but not too serious to enjoy some light-hearted wall punching! This is what any of us would do, isn’t it?

Art by KylieRusek

Watch out, Simon, you’re glitching out! Looking at your hands won’t help you escape this nightmare.

You can find more art by KylieRusek on Twitter and Instagram.

Art by Wachtelspinat

These are some good, chunky boys – thank you Wachtelspinat! Knowing Simon, he would probably own that hoodie.

Cosplay by that-handmaid

The creatures at Pathos-II might be terrifying, but that carpet is even more so! But this Simon is braving it like a champ.

Art by Blenderweasel

Simon is an obviously unreliable narrator. He could have been a Roomba the whole time for all we know!

Cosplay by Essi.cosplay

Ess and her brother did an amazing job on the diving suit, down to the glowing eyes, WAU-infested trousers and even an Omnitool! And Simon eating pizza with a kawaii Reaper is the crossover we didn’t know we wanted, but have now been enlightened.

Doll by Sadunacc

Sadunacc has created a lot of lovely fanarts, including some more beautiful Leggy Catherines. But this doll is so unique we had to share it – just look at it! A pocket-sized Simon!

Art by Piranyeaah

It is always cool to see artists’ work progress – and for this work you can also see the progression shots! Piranyeaah did a lovely job capturing Simon’s confusion.

Art by Snuffysbox

They are friends! They are on an adventure! And nothing bad will happen!

If you’re Simon and I’m Simon… then are there also other Simons, possibly disguised as Roombas? Let’s not think about that, and instead think about how nice it is to see all of them together.

Animation by Articlerotten

This is the smallest walk cycle of all time. And it’s adorable.

Art by Talondoodle

Is this a Simon, or is this a squirrel? He sits silly, but we still love him.

Art by starchild_hiroto

If this won’t make them get along, then nothing will.

Cosplay by Steampoweredwerehog

Inspiring people to push their limits and make something awesome is great! Steampoweredwerehog – if you’re reading this, we’d love to see the final cosplay!

Art by S.paceheart

Original post has been removed.

These were the good times! Glad to have them captured in a picture, forever in a state of “:D”.

Animation by Cprartsalot

You can find all the SOMA pieces by Cprartsalot in their SOMA tag! But if we had to pick our favourite, it would be this one.

Minecraft skin by IcarianPrince

Just look at that Minecraft boy go! Just don’t stay underwater for too long, we can’t guarantee this skin will make you into an actual diver.

Art by TigerSpuds

And to end things off, we present this piece of art. We can let Simon have a happy ending. At least for this one day.

Hiring: Project-based programmer

Title: Gameplay Programmer
Type: Full-time, project-based (1 year)
Last day to apply: 8th of July 2018

Frictional Games is famous for its immersive, atmospheric first-person games; games created by a small team working closely together. For our next game, we need to expand that team! We need a gameplay coder who can support the rest of us, taking on responsibility for game-wide systems such as inventory, AI, first-person body, and other features that the player’s experience will depend on. Join us, and help us transport our players to strange and terrifying new realms.

The position is full-time, and project-based for the period of 1 year. After that period there may be a possibility for the position to become permanent.

What will you work on?

Here are some of the specific gameplay systems you will find yourself working on:

  • Inventory management
  • AI behavior
  • Physics interactions
  • User interface
  • Game-specific systems (think Sanity system in Amnesia: The Dark Descent)
  • Inverse kinematics

It is a big plus if you have already worked on most of these before. While we value experience, it is more important that you are willing and able to dig into challenges and learn new things. We are interested in playing to your strengths, so the things listed will not be the only ones you will be working on.

What are we looking for?

The person we’re looking for should have a solid understanding of different gameplay systems. You need to be able to see the big picture and have a firm grasp on how information flows between modules, and how complex behaviour can be reduced into simple rule sets.

We use our own engines, so you need to be able to adapt to the existing system and code base. We also value the end user experience, so we hope you can step into the players’ shoes instead of only focusing on the nitty gritty technical stuff.

You have to be a European resident to apply!

Here are our other essential requirements:

  • You have worked on a game that uses 3D environments.
  • Well-versed in C++, C#, Java or similar.
  • Strong linear algebra skills.
  • Major role in completing at least one game.
  • Strong self-drive and ability to organise your own work.
  • A critical approach to your work, ability to reflect.
  • Confidence in implementing your own designs.
  • Fluency in English.
  • Team communication skills.
  • Knowledge of game design.
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office).
  • A fast and stable internet connection.

For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.

What we offer:

  • Flexible working hours, a no-crunch approach.
  • Opportunities to influence your work flow.
  • Variety in your work tasks, and ability to influence your work load.
  • Participation in Show & Tell of games, having a say in all aspects of the game making.
  • An office in central Malmö you can use.
  • An inclusive work environment.
  • A possibility to become a permanent employee.

Apply? Yes!

Did the tasks above sound like your cup of tea (or other beverage)? Are you the person we’re looking for? Then we would love you hear from you! The last day to send the application is 8th of July 2018 – but the sooner the better.

Please send us your:

  • Cover letter
    • Tell us why we should hire YOU!
  • CV
  • Portfolio
    • PDF or links to your works

Please note that we require all the attachments to consider you.

Hiring: 3D Artist

Title: 3D artist
Focus: Environment design
Type: Full-time, permanent
Last day to apply: 17th of June 2018

Frictional games are filled with terror, intrigue, mystery, and emotion. We want our environments to reflect that, from the shape of the landscape to the smallest rock, while subtly guiding players and helping to enhance the gameplay.

This is where you come in.

We are now looking for an experienced 3D artist, who will focus on environment design for our upcoming games. This means working closely with our gameplay programmers / designers, and using modelling, texturing, and design skills to create memorable, interesting, and functional environments for our players to experience.

What will you work on?

We are quite a small team, but we consider it our strength. As an environment artist you will get to work on everything from props to high-level design. This means your contribution will greatly influence how the final game looks, plays, and evokes emotions.

Here are some of the things you will be working on:

  • Collaborating with designers to create level layouts, combining both gameplay and an artistic perspective.
  • Taking levels from whitebox to a polished product.
  • Creating basic models that make up the levels, such as walls and floors.
  • Modelling props of various complexity, both with and without the help of concept art, and often having to take gameplay concerns into account.
  • Constructing particle systems, both by drawing textures and using parameters in our editor.
  • Combining various techniques to create special effects, such as flowing water or fire.

We also encourage working outside of your area of expertise, and always learning new things. The more areas of development you are willing and able take part in, the better!

For some examples of our environments, please check the video above!

What are we looking for?

The person we’re looking for is creative, driven and self-sufficient. We have recently set up a central hub in Malmö, Sweden, and hope you can move over to our seaside city sometime in the future.

You have to be a European resident to apply.

Here are some essential skills we require:

  • Good understanding of composition and player guidance.
  • Ability to challenge yourself, make bold creative decisions, and try non-conventional things.
  • A critical approach to your work, with the ability to take a step back and reflect.
  • A strive for structure, efficiency, and clarity.
  • Strong self-drive and ability to organise your own work.
  • Interest in and ability to do research for interesting prop and environment solutions.
  • Love for working on a variety of tasks.
  • Fluency in English.

And here are some more techie skills:

  • Excellent skills in 3D software. Modo preferred.
  • Familiarity with Zbrush/Mudbox/similar.
  • Excellent skills in Substance.
  • Excellent skills in Photoshop or similar software.
  • Familiarity with issue-tracking software.
  • Experience in classic/non-PBR workflow.
  • Basic rigging and animation skills.

If you want to impress us:

  • Love for horror, sci-fi, and narrative games.
  • A major role in completing at least one game.
  • Great free-drawing skills.
  • Experience in level design.
  • Strong game design skills.
  • Experience kitbashing/working with modular sets.

What do we offer?

We make games, because that’s what we love. But we know there are other things we love, like playing games, taking part in sports, or spending time with our families. We believe a healthy balance between work and life reflects positively on your work, which is why we don’t encourage crunch.

We also offer:

  • Flexible working hours.
  • Opportunities to influence your workflow.
  • Variety in your work tasks, and ability to influence your workload.
  • Participation in our internal game Show & Tell sessions, so you’ll have input into all aspects of the game.
  • Social security and holidays that are up to the Swedish standards.
  • An inclusive and respectful work environment.
  • An office in central Malmö you can use as much as you please.
  • Fun workmates, game and movie nights, and other outings!

Apply? Apply!

If all of the above piqued your interest, we would love to hear from you! Send us your application 17th of June the latest – but the sooner, the better! Please attach your:

  • Cover Letter 
    • Why should we hire YOU?
  • CV
  • Portfolio 
    • Link or PDF
  • Preliminary work test
    • See the test below
  • Examples of works that have inspired you or blown you away 
    • PDF, screenshots preferred.

Please note that we require all the attachments to consider you.

Preliminary work test

After 3 years of failed experiments, Professor Kim finally managed to reverse gravity. However, the professor died just as he succeeded, and the whole thing ran amok.

The player enters the research facility where the experiments took place. As they go through the level, they gradually learn about what the professor was trying to achieve. At the end they’re met with a revelation, and see the disturbing results of the experiment. As they reach the end, the level must loop in a way where the player finds themselves near the entrance, where they first started.

We are looking for a simple design, done as a rough 3D sketch/white box. You are free to write notes and do paint-overs on top of the 3D.

This test is a first step in the evaluation process, showing us your basic skills, so we are not looking for you to spend a lot of time on it. Imagine this as a quick proof of concept you would present before doing a pitch or a design.

We will evaluate your artist vision, creativity as well as level design skills.

Put everything as a collection of images into one folder on Dropbox, Drive or similar, and send the link to us.

Still alive

Some links in this article have expired and have been removed.

Wha- huh? What’s this? Someone was supposed to update the website? We’ve been too hard at work on our two new games, and kind of forgot there was this thing to upkeep.

Look, we know the site looks like it hasn’t been updated in about 10 years… and that’s because it probably hasn’t. But now we have a person who has time for that, so hopefully it will look nicer soon! Shouldn’t take another decade. But you never know.

In the meantime we are active on several social media platforms that you can follow us on:
Twitter
Facebook
Instagram
Tumblr for fan works
And our Dev blog, obviously!

As always, tech support can be found on our Forum, and we’re slowly adding new stuff, like a Careers page (pretty empty for now). Keep checking back, and maybe you’ll be met with a shiny new site some day!

What is SOMA’s Safe Mode?

Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.

Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:

What is Safe Mode?

It is a version of the game where you cannot die – you are safe from harm. The game’s various creatures are still there, they just won’t attack you. If you’ve heard of the SOMA Steam mod “Wuss Mode”, by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don’t simply turn off the creature’s ability to attack and harm you. Instead, we’ve redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we’ve considered what each creature should be doing, given their appearance, sound, and voice.

You can pick between Safe Mode and normal mode when starting up a new game.

Is the game still scary?

This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren’t great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game – and, above all, the central themes – then game will still have plenty to be scared of.

What is the major difference in gameplay?

All of the puzzles, events, and so forth are still there. The big difference is that you’ll no longer have to sneak past enemies. You don’t need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it’s no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.

Why release it now?

We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn’t because of the monsters, we started considering doing something about it. People liking the “Wuss Mode” mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.

What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn’t be a problem.

Will it come to PS4?

Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.

I hope that clears things up! Let us know in the comments if you have any other questions!

Now Hiring: Community Manager and Event Coordinator

We are now looking for a “Community Manager and Event Coordinator” for our company. This will be a very broad role and we are looking for someone who is very driven and creative. The tasks will range from the simple, such as:

  • Managing our social media accounts and platform-specific communication channels (such as Steam communities and PS4 Game hub).
  • Answering various emails.
  • Coordinating and booking special internal and external events.

It will also include much more complex tasks such as:

  • Planning and coordinating PR for a new game release.
  • Making plans for improving our social media and implementing these.
  • Overseeing a revamp of all our webpages (company and game-specific).
  • Becoming the company’s catalyst for generating interesting posts and events on all of our public channels.

The basic requirements are as follows:

  • It’s crucial that you are a person who is highly able to work on your own initiative. No one will be laying out an exact schedule of things that you must do – you will need to drive your own workload. You will also need to be a creative member of the team, bringing a lot of your own ideas and suggestions to the table and then going on to implement them when possible.
  • You must live in Sweden or be prepared to move here. Note that any employment starts with a six month trial period, and there is no need to move until that is over.
  • You must have excellent writing skills in English.
  • You need good knowledge of how social media, such as Twitter and Facebook, works.
  • You should have a burning interest in video games and an understanding of the market.

It’s worth noting that we do not require any special education or experience. While these are of course good to have, what really matters is that you fit the requirements above.

In order to apply, start by doing the following assignments:

  1. Imagine that SOMA is about to be released. Write a short (at most 150 words) and playful cover letter that will be sent out with all of the review copies of the game.
  2. We really need to become much more frequent in our social media usage and communicate what we do as a company and what we are like as individuals. In 200 words or less, explain how you would try to go about increasing the number of interesting posts on our social media channels.
  3. An angry user has written an email complaining that our games have all become worse since Penumbra, as they no longer have proper puzzles and gameplay. Write a response.
  4. Being proactive and self-starting is crucial for this position. Therefore, write your own question similar to the ones above and answer it.

Compile these into a PDF that has a pleasing layout and send it along with your CV.

Creations inspired by Frictional Games

Originally posted by Heidi.

Last week we announced a competition on Facebook and Twitter, asking our community to share their creations inspired by our games. We knew that there was a whole load of art, mods and just plain crazy stuff out there, and we’re really happy to have seen many of them which we might otherwise have missed.

Today we’re announcing the four winners, who will each receive a Tobii Eye Tracker 4C, courtesy of Tobii Gaming. They’ve helped us make SOMA even more immersive on PC by enabling eye tracking – see how it works here. Each winner will also get a copy of SOMA on Steam. We wish you the best of luck as you experience your descent into the depths in a completely new way!

So, drum roll time… here are the four lucky winners!

Best Music

SOMAGE – a 10-track album by exandroid, inspired by SOMA! Just wow. This blows us away, and will be used as a soundtrack when working on our new projects!

Best Fan Art

hoshiSAM posted this piece on Twitter, showing how much baggage Simon needs to carry…

Best Mod

Mods make us extra happy! But they’re really hard to choose between. Two mods ended up with the same number of votes from our staff, but luckily they were both sent in by Draugemalf! Check them out: Ariadne’s Ocean and The Path Least Treaded.

Best Random Thing

The final winner is someone who did something both irresponsible and amazing – and shed some blood for us! Jonathan showed off this incredible tattoo, which makes him worthy of the final prize.

Congratulations to all winners, and thanks so much to everyone who took part! We’d love to see more of what you’re doing!

Hiring: Gameplay Programmer / Designer

At Frictional Games we love to make stuff that stands out from the rest of the crowd. Penumbra was a unique combination of horror, physics and adventure gaming. With Amnesia we redefined what horror games can be and helped to kickstart the Let’s Play phenomenon. In SOMA we explored deep subjects in new, unsettling ways. We aim to continue this trend and we’re now looking for another Gameplay Programmer / Level Designer to join our ranks. This is full-time employment, working from home or from our soon-to-be-established hub-office in Malmö. Applicants must be living in Europe and be prepared to move to Sweden in the near future (if you are not already here).

Working with us, your core duty will be to collaborate with artists and other team members in order to design and craft immersive worlds and experiences. At Frictional we do not simply rely on the core mechanics to carry most of the game. What makes or breaks our experiences is the care giving to the all specific level elements. Making sure these are top notch, both in design and implementation, will be your main duty. This includes everything from level layout and pacing to designing and implementing puzzles and smaller events.

Here is a rundown of some of a few more specific tasks you will find yourself doing:

  • Design the layout of a level based on a high level summary.
  • Come up with ways to convey certain story moments in the most efficient manner.
  • Design and implement puzzles so they fit with gameplay, world and story.
  • Script background events that sets the tone for a level.
  • Implement gameplay systems, such as an inventory.
  • Tweak AI to make it behave like you want.

These are far from the only things you’ll be doing when working with us. We’re quite a small team, and we like to see people dabbling with things outside of their expertise and constantly learning new things. The more areas of our development you’re able to take part in, the better.

Of great importance is that fact that you must be able to work from home. Frictional Games currently does not have an office; however, we are planning to set one up in Malmö, hopefully sometime during 2017. You will however decide for yourself how much you’d want to make use of the office, so it’s crucial that you are able to plan your day, take full initiative and work without strict guidance. Because of this, we allow a flexibility that you’ll rarely find in an office environment. 

The most basic requirements are the following:

  • You must live in Europe and be prepared to move to Sweden in the near future.
  • You are fluent in English.
  • You have played a major role in the development and completion of at least one game.
  • You have worked on a game that uses 3D environments.
  • You are well-versed in C++, C#, Java or similar.
  • You have a fast and stable internet connection.
  • You have a Windows PC you can use for work capable of playing recent games (SOMA is a good test case!)
  • You strive for structure, efficiency and clarity.
  • You are extremely self-driven.
  • You like working with varying tasks.
  • Familiar with working in issue-tracking software (such as JIRA) or prepared to learn. 

Additional (non-essential) requirements:

  • You live in or near Malmö or are prepared to move here.
  • You have an interest in narrative games.
  • You are good at writing, drawing or both
  • You have an interest in horror and sci-fi.

Hiring: 3D Artist

At Frictional Games we love to make stuff that stands out from the rest of the crowd. Penumbra was a unique combination of horror, physics and adventure gaming. With Amnesia we redefined what horror games can be and helped to kickstart the Let’s Play phenomenon. In SOMA we explored deep subjects in new, unsettling ways. We aim to continue this trend and we’re now looking for a 3D Artist to join our ranks. This is a full-time employment, working from home or from our soon-to-be-established hub-office in Malmö. Applicants must be living in Europe and be prepared to move to Sweden in a near future (if you are not already here).

Working closely with our Gameplay Programmers / Designers and putting your modelling, texturing and prop-making skills to use, your main responsibility will be to create breathtaking gameplay environments and player experiences for our upcoming games.

Here is a rundown of some of a few more specific tasks:

  • Make the basic models that make up our levels (walls, floor, etc).Work with designers to design the layout of our levels. Both from a gameplay and artistic perspective.
  • Build whole levels from whitebox to the finished polished product.
  • Model props of various complexity, both with and without the use of previously drawn concept art, often having to take certain gameplay aspects into account.
  • Construct particle systems, both by drawing textures and setting up parameters in our editor.
  • Recreate various effects such as flowing water, fires, etc. by making best use of the tools at your disposal.
  • Collaborate with designers/scripters and come up with the best player experience possible for a particular scene. 

These are far from the only things you’ll be doing when working with us. We’re quite a small team, and we like to see people dabbling with things outside of their expertise and constantly learning new things. The more areas of our development you’re able to take part in, the better.

Of great importance is that fact that you must be able to work from home. Frictional Games currently does not have an office; however, we are planning to set one up in Malmö, hopefully sometime during 2017. You will however decide for yourself how much you’d want to make use of the office, so it’s crucial that you are able to plan your day, take full initiative and work without strict guidance. Because of this, we allow a flexibility that you’ll rarely find in an office environment. 

The most basic requirements are the following:

  • You must live in Europe and be prepared to move to Sweden in the near future.
  • You are fluent in English.
  • You have a fast and stable internet connection and high performance PC.
  • You strive for structure, efficiency and clarity.
  • You are extremely self-driven.
  • You like working with varying tasks.
  • Excellent skills in Maya, 3D Studio Max, Modo or similar software.
  • Know how to use Modo or prepared to learn.
  • Excellent skills in Photoshop or similar software.
  • Familiar with working in issue-tracking software (such as JIRA) or prepared to learn. 

Additional (non-essential) requirements:

  • You live in or near Malmö or are prepared to move here.
  • You love horror, sci-fi and narrative games.
  • You have played a major role in completing at least one game.
  • You have good knowledge of both prop and character animations.
  • You have great free drawing skills.
  • You have experience in level design.
  • You have strong design skills.