Junior Engineer

Posted by on 15 Feb, 2017 in Job

Junior Engineer

Job Reference : RUFF – CODE – PPC7400

Ruffian Games is looking for an Junior Engineer to work on a multiplayer title being developed for Xbox One in Unreal Engine 4.

The successful candidate will be part of a small team and be responsible for the implementation of gameplay and general systems in an existing AAA game codebase according to design.

Reporting to a Senior Engineer, the candidate will join an established team, most of whom are industry veterans, and ideally be the type of person who thrives when working within a creative, experienced and highly talented team.

Responsibilities

  • Responsible for delivering general systems and gameplay code according to design and technical requirements.
  • Working closely with other engineers and designers to effectively integrate within existing systems.

Qualifications

  • A good degree in computer science, mathematics, equivalent degree or equivalent track record in game development.

Essential Skills / Experience

  • Demonstrable skillset from a portfolio either through industry experience, gamejams or similar.
  • Fluent in modern C++, VC14 preferable.

Desirable Skills / Experience

  • Has experience working with Unreal Engine 4.
  • Preferably has applicable console experience.
  • Understanding of Xbox Live and/or UWP.

Location

Ideally this would be an in house appointment at our Dundee office. That said we are open to discussing off-site working, which would be something we could offer to the right candidate. We currently have off-site work with key members of our team who are able to demonstrate that they are motivated self-starters, capable of organizing their time and attention effectively.

How To Apply

We prefer submissions by email with links to any work samples/portfolios you have available or attached with your application email.

Send your CV quoting the correct job reference to our HR Department.

If you are unable to email your CV or you want to include work samples that are too large for email then please mail your submission to:
Ann Revill
Ruffian Games
Unit 1 Vision Building
20 Greenmarket
Dundee
Scotland DD1 4QB
I’m afraid we only accept applications from individuals and do not accept unsolicited correspondence from recruitment agencies.
We will get back to you within 7 days of receipt of your email.

Technical Artist

Posted by on 13 Feb, 2017 in Job

Technical Artist

Job Reference : RUFF – Art – TA17

We are looking for a Technical Artist to help us develop a major Xbox One title. A strong working knowledge of Unreal Engine 4 is required. Experience using Blueprint, Cascade, material graph, animation graph, as well as lighting and post processing setup within UE4 would be especially beneficial. The candidate will also be required to advise and assist content creators toward authoring assets in as streamlined and optimal a way as possible. Previous console development experience and an appreciation for platform specific optimisation would be advantageous. You will be capable of delivering rapid solutions to artistic R&D requests and enjoy the support of working within a team of highly experienced rendering engineers and artists.

Responsibilities

  • Research and Development of in-engine material, lighting and shader techniques to meet and exceed artistic vision.
  • Work closely with code and art teams to deliver working solutions for use by wider art content production.
  • An appreciation and sensitivity to working within constraints of a console development environment.
  • Be an effective part of a console development team in which performance and optimisation form a vital aspect of the creative workflow.

Qualifications

  • Industry experience is essential, preferably demonstrated through shipping console titles.

Essential Skills / Experience

  • Good knowledge of Unreal Engine 4, 3DSMax and Maya.
  • A good broad knowledge of rendering techniques, material and lighting systems.
  • Good communication and self management skills.
  • Ability to adapt and work within large & legacy code bases.

Location

Ideally this would be an in house appointment at our Dundee office. That said we are open to discussing off-site working, which would be something we could offer to the right candidate. We currently have off-site work with key members of our team who are able to demonstrate that they are motivated self-starters, capable of organizing their time and attention effectively.

How To Apply

We prefer submissions by email with links to any work samples/portfolios you have available or attached with your application email.

Send your CV quoting the correct job reference to our HR Department.

If you are unable to email your CV or you want to include work samples that are too large for email then please mail your submission to:
Ann Revill
Ruffian Games
Unit 1 Vision Building
20 Greenmarket
Dundee
Scotland DD1 4QB
I’m afraid we only accept applications from individuals and do not accept unsolicited correspondence from recruitment agencies.
We will get back to you within 7 days of receipt of your email.

Senior Engineer

Posted by on 18 Oct, 2016 in Job

Senior Engineer

Job Reference : RUFF – CODE – R4000

Ruffian Games is looking for a Senior Engineer with generalised experience in action games to work on a multiplayer title being developed for Xbox One in Unreal Engine 4.

The successful candidate will be required to lead a small team and will be responsible for the design and implementation of gameplay and general systems in an existing AAA game codebase.

The successful candidate will work closely with both the project lead and systems engineers who are responsible for integration of the title with backend services and dedicated servers which are expected of a current generation multiplayer title.

Reporting to the Technical Director, the candidate will join an established team, most of whom are senior industry veterans, and ideally be the type of person who thrives when working within a creative, experienced and highly talented team.

Responsibilities

  • Responsible for delivering general systems and gameplay code according to design and technical requirements.
  • Leading a small group of experienced engineers to implement wider project goals.
  • Working closely with systems engineers, project lead and technical director to effectively communicate design and integrate with existing systems.

Qualifications

  • A good degree in computer science, mathematics, equivalent degree or equivalent track record in game development.

Essential Skills / Experience

  • Has designed and implemented or otherwise been instrumental in shipping a title with significant action and multiplayer requirements.
  • Is a senior engineer (3 years plus).
  • Fluent in modern C++, VC14 preferable (3 years plus).

Desirable Skills / Experience

  • Preferably has shipped a console product.
  • Has experience working with Unreal Engine 4.
  • Has worked on a first party project with one of the console vendors.
  • Has worked with large, legacy code bases.
  • Has applicable current generation console experience.
  • Has experience with the Azure platform or similar cloud computing platform.
  • Understanding of Xbox Live and/or UWP.

Location

Ideally this would be an in house appointment at our Dundee office. That said we are open to discussing off-site working, which would be something we could offer to the right candidate. We currently have off-site work with key members of our team who are able to demonstrate that they are motivated self-starters, capable of organizing their time and attention effectively.

How To Apply

We prefer submissions by email with links to any work samples/portfolios you have available or attached with your application email.

Send your CV quoting the correct job reference to our HR Department.

If you are unable to email your CV or you want to include work samples that are too large for email then please mail your submission to:
Ann Revill
Ruffian Games
Unit 1 Vision Building
20 Greenmarket
Dundee
Scotland DD1 4QB
I’m afraid we only accept applications from individuals and do not accept unsolicited correspondence from recruitment agencies.
We will get back to you within 7 days of receipt of your email.

Fun times with game demos at GlesGames

Posted by on 22 Jan, 2016 in Fragmental

This past weekend, as Martin wrote last week, a bunch of Ruffians headed over to a great pub called Sloanes to show Fragmental off at GlesGames which is a bi-monthly event arranged for fans of multiplayer gaming in Glasgow. It was my first time demo’ing Fragmental in public and we were expecting in the region of 50-100 people to come and play, have a laugh and give us some feedback on the game. It had been a while since the team last put it in the hands of the public and we wanted to know if we’d done the right things in the eyes of players… But hold this thought because I’m about to go on a slight diversion.

IMG_2898

Lots of happy faces on the way to setting up a Fragmental demo in sunny Glasgow

I had a scary alert from LinkedIn this week that I’ve been working at Ruffian for seven years. We’ve done some great things in that time and worked on lots of cool stuff that we don’t get to talk about. Conversely we’ve also had some disappointments and embarrassments but so it goes, gamedev has its highs and lows and we surf through them. Anyway! My point is that despite being a veteran Producer at Ruffian I’m a relative newcomer to the Fragmental team. This is my first Fragmental blog post (more to come!) as I’ve been working on other things *cough* Halo *cough* until we decided to put Fragmental into Greenlight. At which point I joined in to help pull some strings behind the scenes and help promote Fragmental by, err, spamming the shit out of every website that’d let us.

I got banned from Reddit. Seriously, man, fuck Reddit.

Anyway. When I joined Fragmental the project was on a bit of a high because we’d gone into Steam Greenlight, it was going well and we all felt that we had an exciting game on our hands. And that is pretty much exactly the worst point in time to bring everyone back down to earth and figure out how we can actually finish and ship the game. In general, game developers are massively ambitious and they try to do too much. Hands up, we’re no different. So the fist thing we had to do was figure out the long term plan and shape of the game, what content we’d release and how everything we wanted to do might fit into a reasonable timescale longer term.

Our first goal was that we wanted to capitalise on the success of Greenlight as quickly as possible and get the game ready for launch on Early Access and I’m glad to say we’re just a few weeks away from that happening in February.

(I was going to write a bit more about the production side of game development here but, by heck, it’s boring to read about spreadsheets. I’m going to talk more about our development roadmap in a future blog post so I’ll go into a bit more background then instead)

Now back to the GlesGames demo we just did. There’s never a good time for a demo. No matter what size your project is, someone will want a demo of your project at exactly the wrong point in time. It’ll be when your build is going backwards, just when that quickly-hacked-feature-that-never-had-any-right-to-work-in-the-first-place falls to bits and you need to refactor nearly every system just in order to do one trivial thing properly. On big games this usually happens about 2 months before E3.

On the smaller indie scale, things will start to go wrong 2 weeks before you setup in a pub ready to demo in front of some Glaswegian gamers. And, at risk of getting pulled too far into stereotypes, Glaswegians aren’t generally known for pulling their punches when it comes to opinion.

Now I’m going to blow the Ruffian trumpet for a bit. The typical scenario for a game being demo’d is that you’d be up late the night before trying to figure out a problem that is usually explained with the words “But it works on my machine”. Not this time. We had a demo build ready a whole three days before the day itself. This is actually amazing and it’s credit to a lot of hard work and experience in the team. To get to a point where, three whole days before a demo, you have build that is stable, shows approximately 95% of everything you wanted it to show and you’re playing it and everyone is laughing you just, well, you just can’t quite believe it’s happening. But it did happen. Everything was great, so we polished it a bit more. And then we broke it. Fixed it. Broke it again. Fixed it. And then it was Friday afternoon with a demo looming on Saturday and I started to worry and it was getting all dramatic and tight and… We spent the entire afternoon playing the game. It was great! We’d nailed it, the build was rock solid, played fantastically well and we were all really excited about showing the game. Hand on heart, this is the first time I’ve gone into a demo feeling confident that the game isn’t going to do something spectacularly stupid in front of a bunch of people. All I could think about was how much fun we were going to have playing it and that is a very rare feeling to have. I’m not suggesting everything else I’ve ever demo’d isn’t fun. It’s just that there’s always been situations where I’ve been stood in front of hundreds, thousands of people knowing with absolutely certainty that if A or B happens, the game will crash or turn itself inside out and make us look stupid, but not this time. Of course, I realise I’ve totally cursed the next demo by raving about all this. Oh well, you’ve got to ride the good waves when they show up.

IMG_2903

The first few players of the evening get hands on with Fragmental. Hopefully, BIlly and Gary play nicely.

A good number of people played Fragmental through the evening and we had a nice crowd around our PC at all times which is always a nice feeling. We also got to see old chums and generally have a Good Time. There was a lot of positive feedback that we got and I think it’s best expressed in the way the evening’s Tournament came to a climax in a 79 round epic battle that pushed and pulled between the two players who remained at the end of the evening. You can see the winning moves under the effect of the slow motion modifier with a shotgun kill in the Vine below.

So that’s it for now. I’ll sign off my first Fragmental blog post with greets and thanks to the guys who made GlesGames possible, we had a great time and we had loads of really positive feedback about Fragmental. Watch out for news of our next demos as we’re aiming to be touring around the UK in the coming months to show Fragmental at various events and expos.

Custom Essays Contact Number

Posted by on 27 Dec, 2013 in Uncategorized

Each produce fries using a tbsp (or less) of cooking fat, foods and poultry, nevertheless they achieve this in marginally other ways helping to make what otherwise it is possible to prepare inside them vary. I assume everything you must decide is what type of airfryer dishes you’re not most custom essays contact number unlikely to create. The position of the aspect along with the retaining jar for your food makes a difference in the types of foods you’ll be able to cook within these fryers therefore several of the airfryer pay to write a research paper recipes can vary, while could be adaptable on your unique kind of low atmosphere fryer that is fat.

Welcome…

Posted by on 7 Mar, 2013 in Featured Posts

…to Ruffian Games! Since forming in 2008, Ruffian has become one of Scotland’s most exciting, independent computer game developers. Our highly experienced team have worked on some of the world’s largest AAA franchises…