People Can Fly Studio

People Can Fly Studio

Gry komputerowe

Warszawa, Woj. Mazowieckie 41 717 obserwujących

Informacje

People Can Fly is a global video game development company operating in Poland, the UK and North America. We are one of the leading Unreal Engine studios in the industry. Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004). People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now. People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio. SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.

Witryna
http://www.peoplecanfly.com
Branża
Gry komputerowe
Wielkość firmy
501-1 000 pracowników
Siedziba główna
Warszawa, Woj. Mazowieckie
Rodzaj
Spółka prywatna
Specjalizacje
video game development

Lokalizacje

Pracownicy People Can Fly Studio

Aktualizacje

  • Zobacz stronę organizacji użytkownika People Can Fly Studio; grafika

    41 717 obserwujących

    Welcome back to Aviator Insights, where we ask our colleagues about their role and history! Today we have Craig McCarthy a UK-based Producer! What is your role and how it works? I'm a Producer! So my job is to work with our fantastic development teams to plan, execute, and deliver features for our project - on time, in full, and to the highest possible quality. Generally, I'm spending most of my time in spreadsheets, in JIRA, facilitating the team, as well as playing our game regularly. I'm in constant communication with different teams and people to ensure dependencies are taken care of and our work is on track. I absolutely love my job, particularly working with so many different departments and seeing it all come together. How did you get started in Gamedev? Oh man, my journey has been a bit of a wild one so far. I've been in love with games since I was super young. I ended up getting started in development as a teenager, making mods for PC games (like the Star Wars Jedi Knight series!), where I learned so much and got involved in different development communities. However, at university, I felt there was more opportunity in web development at the time and pursued a successful software development career for 7 years at a start-up in Merseyside. However, it just did not scratch that itch I had to make games. So I pivoted the management skills I'd developed in web/software, moved away from my hometown of Liverpool, and finally made the move into professional game development in 2019 - joining Team17 for 2 great years, before making the move to People Can Fly back in 2021. What’s your favorite game of all time and why? It might be cliché, but my favourite game of all time is The Legend of Zelda: Ocarina of Time. A true childhood favourite and an inspiring classic that remains influential to this day. The audio, the visuals, the ground-breaking action gameplay, horse riding... time travel! It had everything I wanted (and more) to get lost in an incredible world. I attribute some of my critical thinking skills to this game - as a 7-8-year-old, it was SO satisfying to solve a tricky puzzle.... although don't get me started on that pesky water temple! If you want to get to know more #Aviators and get some insights into #gamedev, stay tuned for more!

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  • Zobacz stronę organizacji użytkownika People Can Fly Studio; grafika

    41 717 obserwujących

    Our Talent Team are heading to #developconf next week. Going? Want to know more about PCF? Contact one of the team to arrange a meeting.

    Zobacz profil użytkownika Katrina Mosson; grafika

    PEOPLE CAN FLY ARE HIRING - COME FLY WITH US!

    🎤 Exciting News from the PCF UK Recruitment Team! 📰 Thrilled to announce that the PCF UK Talent Team will be attending #Developconf in Brighton this year! 🎇 📅 Event Date: July 9-11, 2024 🗺 Location: Hilton Brighton Metropole, Brighton Meet Our Team: - Katrina Mosson, Global Director of Talent Acquisition - Daria Wlasniak, Senior Recruiter - Max Hurd, Senior Recruiter - Ahmed Moaad ElKhalifi, Senior Recruiter Whether you’re looking for new career opportunities or just want to learn more about PCF, our journey and products or simply chat all things industry, come and find us! To arrange a meet up, please comment or DM one of the above team members ☝ Looking forward to seeing you in Brighton! Best regards, The PCF UK Recruitment Team

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  • Zobacz stronę organizacji użytkownika People Can Fly Studio; grafika

    41 717 obserwujących

    Welcome to Aviator Insights - where we ask our colleagues from PCF questions about working in GameDev and gaming in general to give you guys a peek behind the curtains! We will start off this series with our talented Technical Producer - Anna “Eni” Urbańska! What is your role and how does it work? I'm a Technical Producer. I work with programmers, overseeing and planning their work and putting out some code-related fires. My job is to create plans, make sure everything arrives on time, analyze risks and potential delays, and mitigate them... All the great parts of game development! :D How did you get started in Gamedev? It was... 5 years ago I think? Jeez, time flies. I signed up for Slavic Game Jam (after vigorous encouragement from my friend) and I was doing particles in Niagara for a game called “Fast & hAngry”. It was fun, I met many awesome people there and I decided I was here to stay! What’s your favorite game of all time and why? My favorite game of all time is Sea of Thieves I think. The amount of time I've spent playing during the pandemic... I think it kept me sane, allowing me to hang out with my friends, hunt some skeletons, and discover some lost treasures. It can be so beautiful too! If you want to get to know more #Aviators and get some insights into #gamedev, stay tuned for more! 

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