Splash DamageBlogWork at Splash Damage: Artists, Programmers, Producer Wanted

Splash Damage Blog

Work at Splash Damage: Artists, Programmers, Producer Wanted

We're expanding our team and are looking for additional artists, programmers, and a producer to join us full-time in our studios near London, England. There are over a dozen positions available - have a look at the list below and see if there's anything there for you:

Art & Media

Programming

Production

  • Producer

Splash Damage offers a comprehensive benefits package to all successful applicants. Check out our Culture section to find out more about what it's like to work here and don't forget to browse our extensive Living in London guide for everything you need to know about moving to London and living here.

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We look forward to hearing from you.

40 Comments

Looks like SD got themselves another game to start building, is it? :stroggtapir: UPDATE: No dubt, it will be using Unreal engine.
Posted on 16 June, 2011 - 15:24
Brink 2? :tongue:
Posted on 16 June, 2011 - 15:28
do you expand or do you exchange? just curious. so, in 2-3 years we see a new game using idtech5 by splash damage. congrats if you signed a new contract with bethesda.
Posted on 16 June, 2011 - 15:43
A rolling stone gathers no moss - the SD Machine keeps on moving forward :stroggtapir:
Posted on 16 June, 2011 - 18:29
Brink 2 will be released in Q2 2013 developed by SD
Posted on 16 June, 2011 - 18:58
I still don't see any positions for polyglot technical writers..... :(
Posted on 16 June, 2011 - 22:13
do you expand or do you exchange? just curious. so, in 2-3 years we see a new game using idtech5 by splash damage. congrats if you signed a new contract with bethesda.
I've said [SIZE="5"]UNREAL ENGINE[/SIZE] :tongue:
Posted on 16 June, 2011 - 22:43
"UPDATE: No dubt, it will be using Unreal engine. " I have tons of experience working with the Unreal Engines and UDK. While UE3 can make some beautiful graphics I suspect there is a networking problem within the engine that causes in game lag/hit detection issues. Although I have not played all multiplayer UE3 games I have not seen evidence that this would be the engine of choice for a truly quality multiplayer game.
Posted on 17 June, 2011 - 03:13
unless they develop their own engine, I can see the next game on id tech 4 again, licences aren't cheap. But without Linux servers, it'll be as dead on PC as Brink is
Posted on 17 June, 2011 - 04:07
brink is using a heavily recoded idtech4, or so they say in some interview. the best part of the engine has been recoded. idtech5 is nothing special but openGL 4, quakewars idtech4 can carry on for 10 more years if you just update the renderer, you can do everything gameplay and atmospheric side of things, dont know about bigger megatextures
Posted on 17 June, 2011 - 04:36
id tech 5 is a no go unless you want to partner with Bethesda (bad idea imho), that brings unseen restrictions, which are always bad for independant thinkers, id tech 4 really hasn't proved itself yet, but could possibly be a great PC ONLY game, a blend of QW and Brink maybe. Develop console games if you must, but use a different console friendly engine with LOBBIES instead of direct conversion
Posted on 17 June, 2011 - 04:46
idtech4 can handle 1000 poly weapons, and many more on other models, rage`s idtech5 is just quakewars idtech4 with a little polish, and most of that polish is probaly done on glprog files while carmack is out making spaceships with his mates without the glprogs files being added to materials or whatever they do, idtech4 would look like idtech3 but with some bumpmapping
Posted on 17 June, 2011 - 04:56
it doesn't matter how many polys the engine can handle, what matters is smooth gameplay, without that graphics matter little, stuttering gameplay will always trump any graphical complexity, if it don't play well, graphics ain't gonna save it
Posted on 17 June, 2011 - 05:26
Enemy Territory Quake Wars 2 + id tech 5 :stroggflag:
Posted on 17 June, 2011 - 08:46
rage`s idtech5 is just quakewars idtech4 with a little polish, and most of that polish is probaly done on glprog files while carmack is out making spaceships with his mates
eh, yea. idtech5 is a completely new engine that took several years of development itself. do you even know what youre talking about? heres an example. while in idtech4 everything is universal, models, level architecture and so on, in idtech5 there are the static and the dynamic things. just like in every other game and their prior engine idtech3. take a look here: http://www.youtube.com/watch?v=YB0JzR81SPE http://www.youtube.com/watch?v=JGjIZc7lytg http://www.youtube.com/watch?v=N_Ge-35Ld70 and learn... its very interesting actually. and btw... why would they licence ue3 when id software is in the same house? their both published by bethesda and john carmack already mentioned that idtech5 is only used in house.
Posted on 17 June, 2011 - 10:31
eh, yea. idtech5 is a completely new engine that took several years of development itself. do you even know what youre talking about? heres an example. while in idtech4 everything is universal, models, level architecture and so on, in idtech5 there are the static and the dynamic things. just like in every other game and their prior engine idtech3. take a look here: http://www.youtube.com/watch?v=YB0JzR81SPE http://www.youtube.com/watch?v=JGjIZc7lytg http://www.youtube.com/watch?v=N_Ge-35Ld70 and learn... its very interesting actually. and btw... why would they licence ue3 when id software is in the same house? their both published by bethesda and john carmack already mentioned that idtech5 is only used in house.
carmack bores, several years of developement.. is doom 3 idtech4 beta alpha snapshot quake 4 stable but junk fest driver snapshot big jump in hte render and worldly ambience quakewars snapshot rage has a few tweaks doom 4 is suppose to be nothing like the above
Posted on 17 June, 2011 - 11:41
it doesn't matter how many polys the engine can handle, what matters is smooth gameplay, without that graphics matter little, stuttering gameplay will always trump any graphical complexity, if it don't play well, graphics ain't gonna save it
the fps in games is calculated using GPU clock stats, most games run at 60FPS actual rendered frames, any extra FPS a game will show you in the % of processing power your system has left and more poly`s can be used until the average FPS is around 60 throughout the whole map
Posted on 17 June, 2011 - 11:44
Dear Splash Damage As a PC gamer I have to say guys... this had the potential in it to be an awesome game, however due to serveral bugs, no linux server, extreme lag issues when a player disconnects and stuffing up the distribution rights in the UK you have not managed to fulfil this potential. I am a firm believer in pre-ordering games to support game developers. I pre-ordered this game last Christmas because I thought it was going to be awesome. Fact is, it isn't. I feel thoroughly let down especially as I chose to support yourselves at such an early stage. The Battlefield: Bad Company 2 beta had less bugs than this and as a software developer myself I would put this release at just past alpha, i.e. not ready for public release. An open beta should have been performed this would not only allow you to gain feedback from players but allow you to market the game a lot better. However, as you did not, many of my friends have lost interest and I'm starting to myself. For you to rectify this you need to redesign a lot of the map to prevent spawn camping, several spawns are directly opposite enemy spawns or just to easy to camp thus leaving it in a stalemate situation, which is just boring. Furthermore decrease the time for spawn turrets to lock on to enemies .... several times I have been killed in the spawn because for some reason there was a guy freely walking into our spawn without the turrets locking on to him. Also, what is with Brink not being available on the steam UK store? I heard this was due to GAME having sole distribution rights is this true? because if so, why give it to a company that no longer even has a PC shelf anymore, give the PC rights to the people that understand what PC gamers want.... Steam! I believe the only way to get the PC community back on board it to sort out your distribution issues and give ALL DLC out for free, as Valve has (and it's worked pretty well for them to date!). You need to act to eliminate all bugs before every one loses interest. At the moment pc server numbers are reducing to under the thousand mark and will continue to if these bugs are not sorted Please take time to act on this constructive citicism Dan
Posted on 18 June, 2011 - 16:26
Enemy Territory Quake Wars 2 + id tech 5 :stroggflag:
Hell Yeah! Without Steam but with Linux support. *dream* :penguin:
Posted on 18 June, 2011 - 22:03
Please take time to act on this constructive citicism
While your post appears valid, this isn't the right thread to post it in... But as we are talking about anyway, since you are software developer, tell me how you like forced deadlines. How often do you get something 100% working when you have no say in said deadline?
Posted on 18 June, 2011 - 23:38
Quake Wars 2 would be a dream. : / That game was insane.
Posted on 19 June, 2011 - 02:38
why would splash recode most of quakewars engine if they didnt have a plan on using it like a open licence, like valve done with HL2 and source engine which is idtech2 or 3 the only thing that might hold brinks idtech4 back for future use is 32,000x megatexture size all quakewars maps are a unit size of, which is probaly the limit, they might always be able to get some new code off of id for 2 or 3 times bigger max unit size, id will always keep the maximum megatexture size to themselves they can employ a dedicated openGL wizard, and get them to sit in the corner making 1000`s of render prog files to manipulate and be added to all materials for extra shine
Posted on 19 June, 2011 - 06:16
Considering the effort that went into making Brink multiplatformable I think it'll be the starting point for their next venture Not to mention everyone knows the code and engine inside out
Posted on 21 June, 2011 - 03:29
idtech4 is already multiplatform, idtech has always been able to run on windows/linux/mac, idtech4 Q4 got xbox and PS3 if PS3 is all of the #ifdef xenon bits of code in the driver most code is all the same, outside of cpu architecture, if a game uses openGL idLib/precompiled.h is included in all /game/.cpp files and runs on compiler defines and includes platform compiler for time and strings etc
Posted on 21 June, 2011 - 10:18
I don't dispute your statements What I would add is that I've watched and read numerous developer interviews stating that it was a challenge for SD to move into multiplatform (with reference to Xbox and probably more specifically PS3), which is where the source of my post stems from
Posted on 21 June, 2011 - 10:58
still, outside of cpu architecture code. and some stupid little things in the main platform includes tzset and _tzset and other random stuff, most of the code is the same the real challenge is finding info on platform code changes for all of the main includes, MSDN is a breeze compared to linux info and random forum posts all trying to work out the same thing which in a function you #ifdef __COMPILER__ #elif __ANOTHER__ #else #endif
Posted on 21 June, 2011 - 11:08
Hi there ! Quite a passionate debate :) I just wanted to say that I tried to send some CV & stuff to the adress : jobs@splashdamage.com and all I got was a nice & shiny
Delivery Status Notification (Failure) ‏ This is an automatically generated Delivery Status Notification. Delivery to the following recipients failed.
Any guess ?
Posted on 25 June, 2011 - 11:02
But as we are talking about anyway, since you are software developer, tell me how you like forced deadlines. How often do you get something 100% working when you have no say in said deadline?
Well I don't like forced deadlines but thats what industry is all about; if you don't have them then the rate of innovation significantly decreases. Furthermore why move the deadline forward a week if it wasn't ready?
Posted on 26 June, 2011 - 02:18
Honestly, are you guys are going to do a sequel in the vein of Quake Wars? Having played Q3A and ET a lot before that game I was a serious hater of vehicles because how hard they dominated infantry combat in a lot of games, but ET:QW was really such a good balance of different things. You guys should get on a sequel. ASAP. : O
Posted on 26 June, 2011 - 02:54
Furthermore why move the deadline forward a week if it wasn't ready?
Maybe to give the game it's own release week? I believe The Witcher 2 and L.A. Noire got released one week after, thus the beancounters might have concluded that it would be best to rush the release as well as the game.
Posted on 26 June, 2011 - 13:15
Hi there ! Quite a passionate debate :) I just wanted to say that I tried to send some CV & stuff to the adress : jobs@splashdamage.com and all I got was a nice & shiny Any guess ?
Is that the full error message? :o
Posted on 26 June, 2011 - 17:30
Is that the full error message? :o
Object : Delivery Status Notification (Failure)‏ Sender : postmaster​@mail.hotma​il.com Message :
This is an automatically generated Delivery Status Notification. Delivery to the following recipients failed. [email]jobs@splashdamage.com[/email] ______________ and here copy of my original mess
I don't think it was the joined files because they were just 2 and weight 23Ko each... Hope it will help ! :stroggbanana:
Posted on 30 June, 2011 - 12:36
Today, seems to work :)
Posted on 7 July, 2011 - 13:30
Small selection of my Portfolio. http://msc-frost-msc.deviantart.com/gallery/ There is more on my FB page. Link below. Everything is done with real colors and brush and pencil and ink. But I also have some experience with PS and Maya.
Posted on 23 July, 2011 - 20:17
Small selection of my Portfolio. http://msc-frost-msc.deviantart.com/gallery/ There is more on my FB page. Link below. Everything is done with real colors and brush and pencil and ink. But I also have some experience with PS and Maya.
While that's some amazing work, it seems to be mostly illustrations, rather than concept art. :B
Posted on 23 July, 2011 - 21:21
While that's some amazing work, it seems to be mostly illustrations, rather than concept art. :B
I can adapt :-)
Posted on 23 July, 2011 - 22:01
What would be requisites for a producer job, besides the obvious experience in other production positions.
I can adapt :-)
They want you to be able to conjure impressions on concepts, styles and details really fast. You sure have talent so try to prove you can easily create lots of original work.
Posted on 24 July, 2011 - 00:01
A rolling stone gathers no moss - the SD Machine keeps on moving forward :stroggtapir:
Actually, I thought this was proven to be incorrect. EDIT: Well, seems Mythbusters have confirmed it tho..
Posted on 24 July, 2011 - 12:14
From a layman's perspective the Unreal engine really seems far more favourable. Especially for environments like in Brink. If they're going for vehicles and terrain again, then IdTech 5 seems a better choice.
Posted on 28 September, 2011 - 15:35
I doubt that Splashdamage will use Unreal Engine. Unreal Engine is not for SD games ^^ I would like to see Id Tech 5 on BRINK 2/ET:QW2/W:ET2. 'Off Topic' Only reason why I love Unreal Engine. Is because it has Scaleform UI. Its just amazing flash UI solution. And I'm still waiting for API to include it to W:ET /o\
Posted on 28 September, 2011 - 18:28