Naughty Dog is always interested in very
senior level programmers and artists.

If you think you have what it takes to join the pack, then
send us your resume
even if there are no positions currently available!
This page was last updated: 02-Apr-2008 18:03
Most likely any artist looking at the following job listings knows Naughty Dog’s reputation for its graphics polish and detail. The main ingredient to this reputation is simply time consuming, meticulous work by elite individuals. For this reason we look for candidates with proven industry track records, who don’t shy away from challenges. Due to our relatively small development staff and firm deadlines, each team member should be able to budget their time wisely, be able to work self-directed and be flexible with edits. All candidates should expect to take a test.

Although resume are required, all candidates must also submit reels or portfolios of work, along with exact breakdown of contributions to the materials submitted. Please indicate the position for which reels are being submitted for. Submission can be sent by email to Bob Rafei, Art Director, by email: artjobs@naughtydog.com, with the position of interest labeled in the "Re:" line.

Or mail to our Santa Monica, CA office;
Attn: A. Puckett
Re: (applying artist position)
1601 Cloverfield Blvd.,
North 6000
Santa Monica, CA 90404


(Sorry, no internships or student works.)
Particle/Effects Artist
This full time staff position requires a strong background in particles and visual effects. The candidate would require a strong technical knowledge and a strong artistic eye, as well as the ability to get film like effects working on the PS3. This patient and meticulous individual will be required to solve a wide range of visual problems: dust kicked up by walking characters, weapons effects, breaking object debris, explosions, falling water, glows and fire. The position requires somebody that is senior level and has the ability to take on a problem and run with it until completion.

Knowledge of Maya Dynamics and expressions that pertain to Maya Dynamics are needed and an intermediate level of scripting either in MEL or Python is a definite plus. Understanding the hardware and how to optimize in order to get particles to run efficiently on the PS3 is imperative. Please include a demo reel or examples of professional work and an exact breakdown of your contributions to the shot, as well as an accompanying resume.
Naughty Dog does not do programmer internships.
Please do not apply for an internship position.
Generalist Programmer
We refer to people with a lot of experience in many different areas of game development as "Generalists", or people generally good at everything. A Generalist isn't afraid to take on any programming challenge, and will be expected to come up with clever and efficient solutions for any given problem. To be a Generalist at Naughty Dog you must be talented, clever, experienced, and self-motivated. Many of our Generalists have been Lead Programmers in the past, which is not surprising given that people chosen to lead a project are typically chosen for the same qualities that we covet in our Generalist programmers. We require good 3D math skills.

Assembler Programmer
Assembly programming alas is all too often considered a dying art form; however, this is definitely not the case at Naughty Dog. We take assembly programming VERY seriously and use assembly extensively in our games. We're looking for someone who really enjoys getting down to the metal and writing highly optimized assembler code. This person should have a very solid grasp on caching issues, processor pipelining, and latencies. Strong 3D math skills are a big plus, and good fundamental 3D math skills are required. Past experience writing 3D renderers is a big plus. We're not looking for the occasional down coder, we're looking for someone passionate about assembly, and only people with extensive past assembly experience will be considered.

Renderer System Programmer
We are looking for programmers who have experience writing renderers, and lighting systems using complex shaders. We feel that some of the greatest battles that will be fought over the next generation of game machines will be at the pixel level, and we are looking for talented programmers who will help develop the renderers that will give Naughty Dog the competitive edge. Good 3D math skills are required, and strong 3D math skills are a big plus. Assembly programming experience is preferred but not required. An applicant must have previous experience writing pixel shaders or with writing renderers. Experience working on lighting systems is a big plus.

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.

GUI TOOLS Programmer
Naughty Dog is looking for a talented programmer! Examples of these GUI-based tools would be:  in-game editor (actor placement, navigation meshes, particles, regions, etc), art prototype catalogue/database, sophisticated animation editor, cinematic editor, material/shader editor, build tools, and various lighting tools.  We will also need extensive tool work done in other areas, such as Maya related tools & plug-ins, precomputed visibility, data packing, collision preprocessing, general converter tools, network based tools, etc.  Big pluses are: MFC, Managed C++, C#  or other GUI based experience, Maya experience, spatial partitioning, networking, SQL, lighting, compression, and/or rendering.  A candidate should  have a good grounding in basic 3D vector/matrix math as well as  good C++ skills.

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