Tag Archives: Spicy Horse

Hiring – Three for Art

Swimming Pond

Alice in the Swimming Pond

Spicy Horse internal headcount broke the 50 mark a few weeks back. As we approach 60 we’re looking for three very special people to fill three very special roles at the studio. These openings are at our Shanghai-based studio – so being hired means living/working in China. Read on if you’re an experienced game artist, like the idea of working in Shanghai, and want to be involved with some of our cool projects (like Alice 2).

Interested parties should drop a line: jobs (@) spicyhorse (dot) com
You can see all our current openings on the Spicy Horse website.

Here are the job descriptions:

Your job is to direct and manage the creation of next-gen 3d art assets for our games. You must be experienced in modeling software and game engines, but also in leading a team and documenting procedures and specifications. You will interface with outsource partners and also communicate with producers and other departments. You will work with other art directors and art leads. Overall, your goal is to increase the technical and aesthetic quality of our in-game art, while also keeping our team and workflow as efficient as possible.
– Experience working with Unreal Engine 3 or similar
– Proficient in Max, Photoshop and Zbrush. Maya expertise is a plus.
– Experience working at or with an outsource vendor
– Ability to create new techniques and optimizations, and document them for other artists and art teams
– Good attention to detail
– Experience leading a team
– Good communication skills
– Must be either fluent in Mandarin with basic English skills, or fluent in English.

Your job is to manage both the internal art pipeline and the use of external art outsource partners. You should be an expert at keeping dozens of creative people organized, scheduled, and in communication. You must be able to improve the pipelines and adapt to problems, and have great attention to detail. You will work with producers, the Art Director and other creative leads and help make sure their visions and ideas are put into practice on schedule and at the expected quality. In particular, you will be the point of contact with multiple outsource partners, making sure their output meets our expectations.
– Must be experienced in people management and scheduling
– Experience at either a games developer or outsource studio required
– Must have initiative and a keen sense for organization
– Experience as a 3d artist is a big plus
– Must be fluent in Mandarin and have good English skills.

You are an experienced 3d artist. You are able to create high poly, low poly and texture work for both characters and props. You have a high attention to detail, but can you also work fast when required. You are interested in creating high quality work in a variety of art styles, and are able to learn new techniques.

– Proficient in Max, Photoshop and Zbrush. Maya expertise is a plus.
– Minimum 1 year experience in the games industry.
– Experience with Unreal Engine 3 or similar a big plus
– Creative and interested in new techniques and art styles
– Good team work and communication skills

The Grimm End is Near

Grimmvite Poster

The Grimm End is Near

Well folks, after 2 amazing years of innovative and exciting development, Grimm production is wrapping up. To celebrate, we’ll be hosting a Grimm “wrap party” at Spicy Horse, this Friday the 13th of March (appropriate, no?). If you happen to be in the neighborhood, stop by to enjoy pizza, drinks, and some Grimm-themed games (who can pee the furthest, make it stinkiest, etc).

Approaching this milestone in Grimm development fills me with a bizarre mixture of emotions. It’s always good to see a development through, finish it knowing all milestones were met, schedules kept, and a good game (or episodes) were delivered. Grimm is no exception. Grimm also brought with it the creation of a new studio in Shanghai, the building of a tremendously capable team, and the evolution of a beautiful company culture. We learned a ton, took some knocks, delivered some interesting content, and came out the other side – with a cool new project to show for it!

I’m really proud of Grimm. I’m even more proud of the team that built Grimm. Every person who contributed to the project deserves to be applauded for how they made the product (and the studio) into what it is today. Awesome work!

There are still a few new episodes yet to come. Be sure to check them out over on Gametap – some really fun stuff coming up!

Grimm Episode 17: Frog Prince

Frog Crowned

Ribbit! Frog Prince.

Grimm’s Back! And this time he’s brought along a bucket-full of slimy friends. Episode 17 visits “The Frog Prince”, and kicks off the final season of 8. We’re heading towards the finish line… hard to believe we’ve made it this far.

If you’ve not yet had a chance to check out Grimm, or only saw him back in the early days, be sure to play through these later episodes. The team have really pulled out all the stops, piled on all the tricks, and created some truly spectacular episodes. This batch is by the the best yet.

Check out Episode 17, “Frog Prince” HERE.
And check out all the other Grimm fun HERE.

American in China

Spicy Horse Logo

The Spicy Horse Logo

Brian Ashcroft from Kotaku has presented a really great interview with me and a few others from Spicy Horse. It details the history of my move to China, the formation of Spicy Horse, and our vision of the future of games in China. From the article,

It was 2007, and China was buzzing — with optimism and energy. “Chinese contemporary society is like a whirlwind,” says McGee’s business partner and art director, Ken Wong. “It seems to have changed in 10 years as much as America has in the past 40.” McGee and Wong, started boutique studio dubbed “Spicy Horse” or “Ma La Ma” in Chinese. Initially, they worked out of their homes on an island off the Hong Kong coast. “We moved into some really low-rent warehouse space in Shanghai upon our initial landing in the mainland,” says McGee. “From there we moved a few more times, ever growing the company, taking on more people, and evolving the culture.”

Be sure to check out the full article.

Many thanks to Brian for crafting such a cool article. And thanks to Kotaku readers for supporting interesting interviews like this 🙂