DigitalMedia319
02-02-2006, 06:52 PM
Naughty Dog has sold over 32 million units of games, including the first four original Crash Bandicoot titles for the PlayStation, and the very popular Jak & Daxter trilogy for the PS2. Because of our success we have managed to gather extremely talented individuals and to work on very rewarding projects. It is our philosophy to avoid growing into a large company with huge teams, but to instead be very focused on making high quality games with the right individuals to get the job done. Considering that we have never had to cancel a project, we always ship on time, and our games sell in the millions it is clear that our philosophy works. Naughty Dog is a wholly owned subsidiary of Sony Computer Entertainment.
TOOLS PROGRAMMER
Great tools make great games. We're looking for talented programmers who can help develop and architect the many tools that we need going into our next generation of games. We need a strong candidate that can help us implement our next-generation pipelines, including getting complex shaders written in CgFX and HLSL into data that the run-time system can use.
Experience writing parsers and possibly optimizing compilers is preferred. Having an interest in and having written ray-tracers and/or global illumination systems is a huge plus. We will also accept applicants who enjoy a mix of both working on tools and working on run-time, since we have plenty of work to do in both areas. Strong C++ skills are highly preferred, and this person should have a good fundamental 3D math skills. Experience with compression schemes and 3D spatial data structures are also very desirable.
Please submit resume to: progjobs@naughtydog.com (progjobs@naughtydog.com)
TOOLS PROGRAMMER
Great tools make great games. We're looking for talented programmers who can help develop and architect the many tools that we need going into our next generation of games. We need a strong candidate that can help us implement our next-generation pipelines, including getting complex shaders written in CgFX and HLSL into data that the run-time system can use.
Experience writing parsers and possibly optimizing compilers is preferred. Having an interest in and having written ray-tracers and/or global illumination systems is a huge plus. We will also accept applicants who enjoy a mix of both working on tools and working on run-time, since we have plenty of work to do in both areas. Strong C++ skills are highly preferred, and this person should have a good fundamental 3D math skills. Experience with compression schemes and 3D spatial data structures are also very desirable.
Please submit resume to: progjobs@naughtydog.com (progjobs@naughtydog.com)
