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Krome Studios Melbourne

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Submitted by Anonymous (not verified) on Wed, 09/06/10 - 9:59 AM Permalink

Very strange that they are looking for a new Designer after letting go of at least of a couple in the last spate of redundancies in Melbourne.

Submitted by Mario on Wed, 09/06/10 - 12:30 PM Permalink

I believe it would be only if they haven't offered the positions to game designers they have recently made redundant. AFAIK a company can also advertise at the same time as offering people their jobs back (assuming any game designers were even made redundant in the first place).

Submitted by Anonymous (not verified) on Wed, 09/06/10 - 12:20 PM Permalink

I may be incorrect but I think there were no actual designers let go in Melbourne, only level designers. While the right level designer could become a good designer it is not the same role by any means.

Submitted by Anonymous (not verified) on Thu, 10/06/10 - 10:30 PM Permalink

But in no way is that surprising (if indeed Designers were let go). Krome had a fresh round of newbies ready to fill the seats on the same day many were let go. Literally, new recruits were found standing behind those that had been made redundant whilst they were still packing up their desks. Terribly handled but hey, shit happens.

Krome Studios is Australia’s largest game development studio, boasting 7 project teams, over 250 talented employees and an increasing presence in the worldwide game development industry.

Recently ranked as number 57 in Develop 100 world's most successful games development studios, Krome has many impressive titles under our belt, including TY the Tasmanian Tiger™, Star Wars: The Force Unleashed (Wii, PS2 and PSP), Scene It? Box Office Smash! (Xbox360), Game room (XBox), and coming soon... Blade Kitten.

With some great unannounced titles in development, we are looking for a Game Designer for our Melbourne studio. This person will work initially with a senior designer to develop a design which brings to life an intriguing online multi-user game to life.

We’re offering a fast-paced, creative career for someone talented and adventurous.

The things we are looking for in our new Kroman:

Experience & Qualifications you need:

- Minimum 2 years experience in a similar game design role
- Tertiary education in art, literacy, design or related discipline
- Experience in 3D packages
- Experience using scripting languages

Responsibilities of the Game Designer at Krome:

- Provide game ideas that strengthen and support game vision
- Maintain and represent a strong vision, understanding and direction of the design throughout product development and delivery
- Write clear, concise and accurate documentation to a design specification
- Provide accurate design profiles to artists and programmers to ensure appropriate interpretation of design specifications
- Maintain and update design documentation when necessary
- Provide written feedback on implemented features to all relevant parties and communicate verbally any required changes
- Ensure that all design changes laid down by the senior or lead designer, through ad-hoc and formal meetings, are implemented accurately and in a timely manner
- Ensure work is completed to specified timeline
- Regularly play-test game builds and highlight issues, where appropriate
- Promote and explain game vision to other team members
- Ensure that personal work is meeting all standards (checking work, check-in procedures, build checklists etc)
- Ensure a professional manner in all communications
- Work through priorities and meet deadlines set by the Lead Designer
- Provide written feedback on implemented features to all relevant parties and communicate verbally any required changes
- Skills & Knowledge we are looking for:
- Strong conceptual skills
- Creative writing experience
- Ability to generate clear graphical representations of design elements and to initiate, maintain and distribute design documents
- Excellent analytical and problem solving skills
- Excellent people and communication skills
- Level design skills (using level editors)
- Highly motivated with the ability and desire to collaborate within a highly creative environment

In return for your commitment and loyalty, Krome Studios offer a competitive salary, development opportunities and flexible working hours. Benefits available to all staff include fruit baskets, subsidised health insurance, beer and pizza on Fridays and much more!

Please send a copy of your resume and cover letter to: humanresources@kromestudios.com

For any further information on this position, please call Emma on 03 9867 0739

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*** THIS POSITION HAS BEEN FILLED ***

Are you a UI God, sent to help mankind create the best user interfaces, HUDs and graphics the universe has ever seen?

If so, Krome Studios is interested in talking with you to join our game design team. We’re offering a fast-paced, creative career for someone talented and adventurous.

The things we are looking for in our new Kroman:

Experience & Qualifications you need:
• At least 1-2 years work experience
• Uni or TAFE educated in Multimedia or a demonstrated equivalent
• Highly experienced in Photoshop and/or Flash
• Experience in Dreamweaver, Illustrator, or equivalents is advantageous
• Knowledge of HTML/PHP is beneficial
• Numerous examples of your work essential for this application

Responsibilities of the UI Designer at Krome:
• To create and/or implement quality UI designs according to vision outlined
• To work with Art Director/Lead Artist to develop the visual direction, flow and functionality of game UI
• Work with programming and Design teams to test and implement UI in the game
• And to perform additional graphic and multimedia tasks as requested

Skills & Knowledge we are looking for:
• Strong communication and staff interaction skills
• Organized, clear-thinking approach to design and problem solving
• Proactive and focused attitude towards work and career
• Flexibility – being able to consider a range of creative and technical parameters during UI development and production.
• A broad interest in games and other electronic and entertainment media.
• Ability to work successfully, both individually and as part of a team.
• Ability to maintain quality of work in an often fast-paced and schedule-oriented industry.

*** THIS POSITION HAS BEEN FILLED **

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Submitted by Anonymous (not verified) on Fri, 15/01/10 - 5:14 PM Permalink

Does anyone know how recently these new Krome positions were announced?

There aren't any details pertaining to this on the Krome website.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 10:27 AM Permalink

Regarding the list of recent available positions available at the Krome Melbourne branch, posted on their website. I'd really like to know if they've filled any of these positions yet.

Any help info would be greatly appreciated.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 12:07 PM Permalink

Yeah, on the jobs page the Krome website still says they have been steadily growing for 10 years and have over 400 employees...a bit out of date.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 12:48 PM Permalink

Considering they only recently laid off most of their Adelade & Melbourne staff, seems odd they're suddenly recruiting Melb again.

They also seem to be fairly tight lipped about recruitment at the moment, i'm wondering if the jobs listed are now all gone.

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 1:10 PM Permalink

It wasn't most staff (well in Adelaide it was around 50% of the studio, around 25% in Melbourne) and those that were made redundant were because they weren't needed for any upcoming projects.

The roles that are being recruited for are people that are needed for upcoming or current projects.

In reply to by Anonymous (not verified)

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 8:06 PM Permalink

Last I heard Krome had hooked up th' deal to do XBLA Microsoft Game Room. Maybe if you've experience with MAME SDK or designing low poly character models then send something in?

-- Chuan

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 6:03 PM Permalink

You sound like you're in-the-know

Any chance you could tell us if these positions are full? how big the response to them has been? statistics of any kind?

Would be greatly appreciated :)

Submitted by Anonymous (not verified) on Mon, 01/02/10 - 8:51 PM Permalink

No idea sorry, I'm no longer with Krome. All I know is what comes from talking to people I know who are there.

In reply to by Anonymous (not verified)

Submitted by Anonymous (not verified) on Wed, 17/02/10 - 12:10 AM Permalink

Not directly related to the subject of this thread, but get ready for some big news about Krome (both good and bad) in the next few days.

Submitted by Anonymous (not verified) on Wed, 17/02/10 - 1:11 AM Permalink

Based on what I have heard there will be a project talked about, another avoided talking about entirely, and a fairly prominent figure taking a step back.

Submitted by Anonymous (not verified) on Wed, 17/02/10 - 1:05 PM Permalink

Project not talked about: Blade Kitten? That's a shameful little smear on Krome's catelogue. A lot of money sunk into that.

But colour me intrigued.

Submitted by souri on Wed, 17/02/10 - 1:26 PM Permalink

Guys, can we have this discussion elsewhere? Either create a new thread or another non-job related thread? I'd prefer to have the comments for job posts open for enquiries about the job at hand.

Submitted by Anonymous (not verified) on Wed, 17/02/10 - 8:35 PM Permalink

We could just make a 'Krome is Krap' thread and everybody just post there about every news item that appears about anything on Tsumea! :)

Submitted by Anonymous (not verified) on Wed, 17/02/10 - 8:19 AM Permalink

cant wait for the announcement.

Submitted by Anonymous (not verified) on Wed, 17/02/10 - 10:04 AM Permalink

Best of luck to all the Krome guys. No more bad luck for them hopefully. Very few of those let go last year actually found work again (from all reports). But it could be big news if this guys 'tweets' can be read into: http://spacecaptainsteve.blogspot.com/

Key Responsibilities:
• Development and editing high-quality in-game cinematic movies, videos, and trailers to create a visual story
• Responsible for final output of FMV’s
• Create Ripomatics i.e. Capture in-game footage and edit to create video assets with maximum visual impact
• Read and know all project details of scripts, storyboards, 2D animatics and 3D animatics

Essential Requirements (skills, knowledge and experience):
• 5 + years experience in editing
• Highly proficiency with Final Cut Pro and/or Avid video editing software package
• Exceptional 3D compositor
• Solid understanding of cinematic techniques (composition, timing, camera movement & choreography etc).
• Time management skills
• Strong interpersonal skills
• Excellent knowledge of storytelling through editing
• Team player with strong written and oral English communication skills

Preferred Requirements (skills, knowledge and experience):
• 3+ years of experience developing and editing in-game cinematic movies, videos, and trailers
• 2+ years experience with shipped titles in the video-gaming industry
• Extensively worked in Motion Graphics
• Experience with Shake and Nuke software packages
• Proficiency with Adobe Photoshop or similar image editing software packages

Applications can be emailed to humanresources@kromestudios.com or sent to:

Human Resources Manager
Krome Studios
P.O. Box 1639
Fortitude Valley QLD 4006
Australia

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Krome Studios are searching for an experienced Visual Effects Artist with the creativity, artistic ability and technical expertise to create spectacular, high quality visual effects in a range of styles, across a range of game platforms.

The successful candidate will be a champion of visual FX within Krome: self-motivating, enthusiastic, communicative and passionate about the field.

Broad Responsibilities

Developing visual FX across a range of projects and visual styles
Ensuring visual FX are produced within technical, scheduling and manpower budgets
Maximizing the use of Krome’s pipelines, tools and processes for production of high quality FX
Working closely with Art Director and Lead Artist to develop the style and direction for visual FX
Communicating with Engine and Code to develop technology, tools and features that advance FX
Regularly and clearly communicating ideas, progress and dependencies to relevant studio staff
Innovating and developing new FX techniques, tools, features and ideas

Specific Role Requirements

Ability to create all artwork required for FX pipeline/production, including:
Roughs or prototypes to communicate ideas
Textures
Modelling as required
Skinning
Animation
Recreation of FX in a particle editor
Lighting
Ability to maintain own production schedule and quality of work with minimal oversight
Communicate confidently and comfortably with team members and all levels of studio staff
Ability to work integrally as part of the overall production team, understanding where FX creation fits into the overall context and goals of the game
Ability to adapt to the styles, techniques, consistency and quality of artwork defined together with the Art Director and/or the Lead Artist

Educational, technical, industry & skills requirements

Degree or diploma in Games Development, Fine Art, Design, or art-related course.
Or equivalent training/industry experience.
Good understanding of basic visual and artistic principles: color theory, lighting; composition etc.
Thorough understanding of compositing principles and processes
Senior visual FX artist experience on at least one full production cycle of a published game, or demonstrable equivalent.
Good general understanding of, and familiarity with Maya, 3DS Max and Photoshop
Scripting language knowledge
Working knowledge of cloth dynamics
Experience with Maya particles/dynamics and particle expressions
Solid understanding of game creation processes and dependencies
Excellent knowledge and implementation skills of in-game special effects such as:
Smoke
Explosions
Fire
Weather & Atmospherics
Water
Light & Energy
Damage
Full screen filters & post processing
Excellent understanding of particle systems and their application to FX creation
Strong grasp of timing, animation and weighting
Aptitude for problem-solving and creating effective solutions to challenging situations
High quality portfolio, website or samples must be submitted with resume and application
Experience with the Unreal 3 Engine and its VFX tools is an advantage
Intermediate to advanced experience in all aspects of 3D production is an

Applications can be emailed to humanresources@kromestudios.com or sent to:

Human Resources Manager
Krome Studios
P.O. Box 1639
Fortitude Valley QLD 4006
Australia

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Krome Studios is Australia's largest independent games studio, located in 3 states and on average, 350 employees Australia-wide. Since 1999 we have created many successful games on multiple platforms and languages, including licensed titles such as Star Wars: The Force Unleashed, Hell Boy: The Science of Evil and Scene It! We have also created our own IP, Ty the Tasmanian Tiger and have more great titles in development.

Vacancy: Sound Designer (MELBOURNE)

Our studio in Melbourne is looking for a talented, experienced Sound Designer to join our team. As the sole Sound Designer in Melbourne, you will be in a fairly autonomous position, reporting to the Lead Sound Composer in Brisbane. This position will require several weeks training in our Brisbane Head Office.

Responsibilities:
- Creation, editing and conversion of high quality sound effects
- Organising, recording, editing and conversion of audio dialogue
- Intelligent placement of sound effects in animations, cut scenes and levels
- Liaise with other team members, both local and interstate, as well as publishers
- Implementing sound for non-interactive media
- Ensure that personal work is meeting all standards (checking work, check-in - procedures, build checklists etc)
- Perform additional tasks as requested

Is this you?
If you would love to work with us and are wondering what you need to join, we are looking for people with the following skills and experience:
- Videogames experience in Senior role on at least two shipped titles essential
- Experience with wave editing software such as Sound Forge, Audition, Wave lab, etc
- Affinity for video games
- Background in Sound Design
- Competent PC user (Windows and Mac)
- Ability to rapidly learn and adapt to new software tools;
- Excellent written and oral English communication skills;
- Ability to take direction
- Ability to work alone as well as part of a team

Why choose Krome?
We pride ourselves on our casual, relaxed environment and supportive teams. We also have training and development programs to refresh or develop your skills and Friday night 'unwind' nights of pizza, beer and games!

Please email all applications and examples of work to humanresources@kromestudios.com or call HR on +617 3257 2377.

Location
Job Position
News

Krome Studios is Australia's largest independent games studio, located in 3 states with over 300 employees Australia-wide. Since 1999 we have created many successful games on multiple platforms and languages, including licensed titles and our own IP, such as Star Wars: The Force Unleashed, Hell Boy: The Science of Evil, Ty the Tasmanian Tiger and some great titles in development.

Vacancy: Level Designer

Our studios in Adelaide and Melbourne are looking for talented, experienced Level Designers to join our teams on a new licensed title for the Wii and Xbox 360. Working in conjunction with Game Designers, you will be responsible for using our in-house scripting tool to trigger game events, cut-scenes and fine tune Non Player Character behavior. Other aspects of your role will include:

• Implementation and testing of assets to ensure game vision is upheld
• Building, constructing and designing levels of a console games
• Play testing of levels to ensure that game play matches the documentation
• Implementing cut scenes and working closely with the cut scene team
• Fine tuning and tweaking all elements of the level design process and game play mechanics

Is this you?

If you would love to work with us and are wondering what you need, we are looking for people with the following:
• Proven experience designing and creating levels in 3D
• Experience with 3rd party level design editors or existing in house game development editors
• Ability and understanding of working in a 3d Environment
• Thorough understanding of the game production process
• Excellent written and oral English communication skills

Why work for Krome?

We pride ourselves on our casual, relaxed environment and supportive teams. We also have training and development programs to refresh or develop your skills and Friday night ‘unwind' nights of pizza, beer and games!

Location
Job Position
News

Krome Studios is Australia’s largest independent game development studio and with over 5 project teams, over 350 talented employees and an increasing presence in the worldwide game development industry.

Krome Studios has created many successful titles on multiple platforms and languages, including TY the Tasmanian Tiger™, Krome’s own IP and Platinum selling global videogame franchise.

Our latest titles about to hit the shelves include, Star Wars: The Force Unleased (Wii, PS2 and PSP), Hellboy: The science of evil (PS3 and Xbox360) and some great unannounced titles in development.

Vacancy: Lighting Artist for our Melbourne Studio

We are looking for a talented, technical artist who specializes in creating new and innovative lighting for our upcoming titles.

The main areas you will be involved in are:
• Creating lighting rigs for environments and characters
• Setting up technically proficient and artistically sound lighting solution for primary game assets.
• Executing the lighting look across a variety of genres, with the assistance of the lead artist.

Is this you?

If you would love to work in this role and are wondering what you need to show your talents, we are looking for people with:
• Fundamental understanding of light, form, shadow and colour.
• Proven experience lighting levels for a commercially released game
• Understanding of 3D lighting solutions.
• A good working knowledge of at least one major 3D software package
• Ability to quickly master in-house tools
• Take a provided design and complete work within provided style consistently
• Ability to work within a style including styles set by others

Why work for Krome?

We pride ourselves on our casual, relaxed environment and supportive teams. We also have training and development programs to refresh or develop your skills and Friday night ‘unwind’ nights of pizza, beer and games!

Please email all applications and examples of work to hr@kromestudios.com or call HR on (07) 3257 2377.

News

Yug from Australian gamer did a tour of Krome Studios Melbourne recently, and caught up with 3 senior members for a chat about Star Wars: The Force Unleashed, and the long and varied history of technically Australia’s oldest studio.

The first part of the interview is with new Studio Director Kurt Busch, and Force Unleashed Producer Mark Coombes. Kurt and Mark discuss the origins of the studio back with the first released game “The Hobbit” in 1981, as well as the take over by Krome in early 2007, and then on to the development of The Force Unleashed.

On the Wii version of The Force Unleashed Mark had to say:

I do feel a certain amount of responsibility, especially with the Wii, and you read forums and people talking about the Wii and there is a high expectation about the first game with a lightsaber. Everybody’s perception and anticipation about what that experience is going to be like, the guys here are thinking about all the time, but we’re in the reality of the situation and we know the hardware and what it can do, and the difference between the perception, and what CAN be delivered and what will be good for the game and fun will be quite different.

The second part of the interview is with industry veteran Kevin “Zaph” Burfitt. Kevin has been at the studio for 13 years, and was at the company through Melbourne House, Infrogrames, Atari and on to the new owners –Krome, and has been working alongside many people with 10+ years of experience in the games industry, even when he started in 1995. Zaph give more of a rundown of the history of the studio, and an insiders view on the company changing hands so many times.

It’s always hard to change what you’re doing. Melbourne House had been independent for almost 20 years, got bought by Infogrames, became part of a big multinational company but we were kind of this little developer on the edge, sort of ignored, which was to our benefit a lot of the time. But when Krome came in, we had to get ourselves back into a fast-moving environment. It’s much crazier, especially for those who have been around a long time, and there’s a lot of us here, which really says something.

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Submitted by anonymous (not verified) on Sat, 07/07/07 - 2:31 AM Permalink

  • 1. Apologetic Abuser - Mon, 9 Jul 2007 12:19:25 ESTHow old are you before you are no longer elegable for a junior position?
  • 1. Anonymous - Mon, 9 Jul 2007 12:49:02 ESTboom boom!!!
  • 1. Anonymous - Mon, 9 Jul 2007 12:49:02 ESTboom boom!!!
  • 2. Michael Dobele - Mon, 9 Jul 2007 13:14:34 ESTThe term "Junior / Senior" doesn't really have anything to do with age in the games industry, it's in regards to your skill level. So someone with limited or no games dev experience would be termed a junior.
  • 3. Apologetic Abuser - Tue, 10 Jul 2007 10:56:19 ESTbrilliant... i still have a chance at my next birthday... i love being 10...
  • 4. Malus - Thu, 9 Aug 2007 23:08:01 ESTI wish I was 10, swap yah! :P
  • 5. who - Fri, 10 Aug 2007 14:24:56 ESTyeah and have punchons again at primary schools and high schools hehehehehehe
  • 6. endlss - Wed, 22 Aug 2007 01:35:09 ESThi been using max for a while . doing the long course at MAD academy in adelaide now will be done mid september and looking for work i am based in melbourne ( 30min from cbd) is there a chance these places will still be around
    thanks
  • 7. Dele - Wed, 22 Aug 2007 08:27:59 ESTendlss, you need to work on your demo reel, have some cool gae related stuff to show off. for best chances i would suggest having things that are eye catching or cool. not just something normal like a car...

    I'm not sure if these positions are available, you will have to check the company site. but positions pop up all year round, so you should have a good chance of getting a job if your good enough, especially since there are a lot of developers in Melbourne

  • 8. Anonymous - Wed, 22 Aug 2007 09:23:08 ESTYeah best bet Endlss, is just to send your resume around everywhere when you are ready. Quite a few developers, a few are willing to take on good juniors who can show themselves off.
  • 9. Anonymous - Wed, 22 Aug 2007 09:35:27 ESTAnd remember, 90(percent) of jobs aren't advertised. Apply everywhere.
  • 10. endlss - Thu, 23 Aug 2007 19:57:50 ESTthanks, have heard that, its the way the business works

Krome Studios Melbourne is expanding, and looking for the following positions:
- Junior Level Designers
- Junior Artists
- Junior Programmers
- Environment Artists
- Senior Level Designers

and many more!

Check out our website - www.kromestudios.com for more information or to apply email humanresources@kromestudios.com

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