Mad Max game 3

Method in the madness

Pavel Barter talks to Drogheda’s John Fuller, producer of Mad Max the game.

 

In 2002, John Fuller travelled from Dublin to Finland to meet Remedy, the studio working on ‘Max Payne 2: The Fall of Max Payne’. As part of the team for Havok, the Irish physics middleware company, his task was to help the developers upgrade from Havok’s first iteration to Havok 2. This required breaking the game’s engine, so tensions ran high.

“After the first hour, Remedy’s team was going ‘This is never going to work. We should never have started this’,” recalls Fuller. “I convinced everyone that we should stick it out and give it a chance. Markus Maki, Remedy CEO at the time, agreed. We took the computers into a large conference room in the studio and sat there all day and night. On the evening of the fifth day, we started to get systems back online.” Havok’s integration had worked.

As one of Havok’s earliest recruits, Fuller had plenty of experience working on games with big budgets for big publishers. “I probably saw 40 AAA game engines,” he says. “On some of them, I sat with the team and coded Havok integration into parts of the game.”

This experience primed the Drogheda-born developer for a career in the AAA industry. As senior producer at Avalanche, the studio behind the open world Avalanche Engine, he shepherded one of this year’s biggest blockbuster releases: Mad Max. Avalanche Studios, which is based in Stockholm, Sweden, is renowned for open world games such as the Just Cause franchise and specialises in sandbox adventures.Just Cause 3

150_havok_front

 

“It doesn’t have to be literally sand,” jests the producer about his desert-set post-apocalyptic adventure. “We have a strong emphasis on physics. We have a credo in the studio ‘If you can see it, you can go there. If you poke it, it reacts’. We want to make large, immersive worlds, filled with potential for exploration. Just Cause and Just Cause 2 was the birthplace of that style.”

 


 

Mad Max – released for PS4, Xbox One, and PC – stays true to these values. The company worked on various projects set in post-apocalyptic environments before landing the Mad Max IP. Fuller started the project as technical director before moving into the position of senior producer; he was part of the creative and the business process.

Initially, the team consulted with Mad Max director George Miller. “It was very important that we faithfully represented his vision of the world. It was important that we understood the mind-set of the character. We wanted to understand George’s aesthetic vision too. We’ve tried to capture that in the game. It’s not a bleached, worn-out monochromatic wasteland. It’s full of colour and life – as much as is possible in that desolate landscape.”

Avalanche sent a team to Costa Rica to research vegetation and landscape materials, and Namibia to study desert environments. The game began to take shape. “In conjunction with George Miller, we had a new vision of what the world should be, how horrific the regime is, and what kind of life exists there,” says Fuller. “We also re-imagined the gameplay. Max is much more Mad Max game 2of a skilled fighter. He’s not necessarily a ninja or elite fighter, but he’s definitely an accomplished hand-to-hand fighter in our game and the Fury Road movie, whereas I don’t know if that was the case in the first three films.”

Avalanche’s game is not a spin-off of this year’s blockbuster movie Mad Max: Fury Road. Fuller is not even sure if that film’s success helped the studio. “It’s a double-edged sword for a game based on a film licence. Every developer wants to be evaluated on the merits of their game – and only that. From a critical point of view there are plusses and minuses. From a consumer point of view, it has been so long since the previous Mad Max films were released, the film did a lot to reawaken love and enthusiasm for the character and franchise.”

Fuller is one of the few Irish developers to have experienced the highs and lows of leading a AAA game. With bigger budgets, investment and development time span, the potential loss is always greater.

“The worst thing you can do is start second guessing yourself and changing direction. Our team peaked at just over 100. Ultimately, I’m the manager of all those people. It’s like a little company. You have to focus not just on the game’s content, but also team dynamics, individual interactions, making sure communication flows, keeping people enthusiastic, making sure everybody understands the vision, and disseminating information.”

In Ireland, where the industry is mostly made up of smaller teams, such problems rarely arise. But the producer knows how huge operations can bloom from tiny start-ups.

 


 

He began his career with a  Computer Science degree at Trinity College during the mid-1990’s, when there was a large pool of talent emerging from Ireland but not much of a development scene. “It was a bit like the English Premiership League – most people had gone to England where there were big studios,” he recalls. “I remember going to the Core Design office when theJohn Fuller, Senior Producer, Avalanche Studiosy were working on a Tomb Raider game. Half the accents were Irish. There was definitely grassroots talent.”

Havok, the physics middleware company, began as a research project in Trinity before Steve Collins and Hugh Reynolds set up a business in Dublin. In October 1999, Fuller jumped on board, initially as a coder to research networked physics.

Around that time, there had been some middleware success stories in the games industry, including graphics engine RenderWare. However, physics was a problem for game developers, often leading to project delays or cancellations. Fuller contends that Havok was initially “a lot less business savvy” than some of its competitors. “I remember at one stage doing an analysis and projecting we were losing money for every new sale,” he says. “It wouldn’t be profitable to take on any new customers, which came as a shock to everyone.”

But the start-up’s naivety contributed to its success. Whenever a customer suggested changes to the middleware, the team promptly responded. Over time, Havok built up a loyal customer base and became an integral part of the industry. Soon many AAA studios were inserting Newtonian laws into their games, courtesy of the Dublin developer.

Meanwhile, Fuller moved from engineering to sales. “We wanted to ensure Havok was never the scapegoat for projects that suffered problems. After Havok 1 [the middleware’s first iteration] most of my time was spent visiting customers and integrating Havok, assessing their needs. On several occasions I said ‘I don’t think Havok is what you’re looking for. Havok won’t provide for your ambitions’.”

 


 

 

In the mid 2000’s, Fuller moved to Sweden to marry his fiancée, start a family, and spearhead Havok’s European developer relations team. By the time Intel acquired the Irish company in 2007, he had worked with Sweden’s DICE (Battlefield, Mirror’s Edge) and Massive Entertainment (World In Conflict). But Avalanche Studios, founded in 2003, seemed a perfect fit.

“Their ambition with respect to physics was really exciting. They were prepared to experiment. Lots of other developers were afraid of opening up physics as a toolbox. Avalanche wanted to be playful with physics; they wanted to experiment, not remove the highs for fear of the potential lows. That was proven with the Just Cause games. As long as you give people a new toolset, and systemic rules that allow them to experiment, they are prepared to give you a little bit of licence and even tolerate certain bugs.”Avalanche logo

In 2007, Fuller joined Avalanche as a system architect. According to the developer, Sweden has always been a hotbed of development talent. For example, Andreas Tadic, creator of classic 1991 game Alien Breed, was a senior engine programmer on Mad Max,  “That was one of the first games that I played,” says Fuller. “People like him are legends. They had a high level of technical education and were active in the high tech underground demo scene.”

Sweden also has a healthy tradition of cutting edge engine development. The Frostbite engine, created by DICE, is the de facto standard within EA. Avalanche’s engine is world renowned, and the engine behind Ubisoft Massive’s new game, The Division, is also well respected. But despite its heritage in the industry, Sweden does not necessarily have more going for it than Ireland.

 


 

What would it take for an Irish studio to produce a AAA hit?

“You could probably put one together if the right team, with the certain amount of experience, was to gather top tier Irish talent that already has experience of AAA games,” muses Fuller. “Unfortunately, there’s a threshold. You’ve got to get up to a certain critical mass of technology, toolsets and processes, to get a team working productively. Now the Unreal engine and other suites are available, with the right publisher backing, a studio could minimise any initial investment. There’s a huge amount of Irish talent in the game development diaspora. You need to balance harvesting that talent and complimenting it with home grown grassroots talent – people fresh from school with a lot of new ideas.”

In 2011, Avalanche opened a development office in Manhattan, New York. “There are very few AAA developers in New York. It’s an expensive city to have an office in, but a huge amount of developers come from New York.” A similar venture could easily work in Ireland, he contends.

Fuller might have left the Irish games industry behind him, but with Havok physics an integral part of Mad Max and Avalanche’s upcoming Just Cause 3, which is released in December 2015, he has not drifted too far from where he started.

“When I jumped on board to Avalanche, it was already a foregone conclusion I would continue to evangelise Havok within Avalanche and we would continue to further develop it. With my unique knowledge of the Havok engine, we’ve been able to develop parts of it for our own use that Havok have factored back into their own tech.”

Irish talent continues to play a major part in the global games industry. The next step, surely, is to see a AAA hit being developed on our own shores.

 

Mad Max is out now on PS4, Xbox One, and PC

 

http://www.madmaxgame.com

https://justcause.com

http://avalanchestudios.com

Biker Mice from Mars Logo

Help Biker Mike from Mars come back to Earth!

Biker Mice from Mars Rock n Ride Official Game

 

Wave of 90’s nostalgia forecast, following announcement of a new Biker Mice from Mars smartphone game. If you grew up in the early 90’s in Ireland, chances are you tuned into ‘The Den’ on Network 2 to watch Lawrence Limburger’s latest plot to wreak havoc on Chicago and the efforts of a motorbike-riding trio of extraterrestrial mice to stop him.

Today Irish game development studio, 9th Impact, has announced that they have been working with the creators of the original Biker Mice series for the past year. The resultant Biker Mice from Mars game is set to debut on the App store and Google Play Store in December this year.

Get Involved

9th Impact have now launched a Kickstarter campaign seeking the financial and creative support of Biker Mice fans in order to complete the game.

Fans who contribute to the campaign will receive rewards ranging from special edition digital wallpapers to actually becoming a character in the game. Hardcore fans and gamers alike, will be excited to know there is an option to become one of the beta testers and play the game before anyone else.

Finn Krewer, who is the lead game developer, says he is honoured to be building the game, “Biker Mice was my absolute favourite show as a kid and developing a Biker Mice game is dream come true. For me, working with the models of Throttle, Modo and Vinny every day is like getting to hang out with your favourite celebrities.”

With great honour comes great responsibility and the developer is keenly aware of this, “I now have to ensure that the game is deserving of the Biker Mice name and captures the magic that made the original series so great.” Krewer explains that this is why he wants to get fans involved, “The best way for us to know that we’re getting things right is to ask the real fans. We are asking for their input now and together we’ll make this an awesome game.”

The Kickstarter campaign runs from September 22nd until October 20th. Go to the Kickstarter Campaign: http://kck.st/1QVCJIP

 

iPad_Map Screen

 

About Biker Mice from Mars

 

Biker Mice from Mars is an animated series created by Rick Ungar which first aired in 1993. The series features 3 motorcycle-riding mice who escape a war on their home planet of Mars and arrive on Earth, specifically Chicago. Earth is in danger from the Plutarkians (the same fish-like race who destroyed Mars) and particularly Lawrence Limburger, a Plutarkian disguised as a human business magnate. Limburger is trying to steal Earth’s resources but the Biker Mice are on hand to foil his evil plans. The show was a mix of action, comedy (particularly satire) and cheesy 90s catchphrases. It was popular in many countries at the time of broadcast and gained a dedicated worldwide nostalgic cult following over the years, who view it as iconic of the era.

 

About 9th Impact

9th Impact Game Development Team 9th Impact is an award winning indie game development studio based in Galway, Ireland. The team are huge fans of Biker Mice from Mars and dreamed about building an awesome endless runner game for mobile. In 2014 the studio secured the official licence to make the official Biker Mice from Mars game for mobile.

Contact for Info: Mark Quick

Email: lordbusiness@9thimpact.com

Visit: http://9thimpact.com/

games-fleadh

Games Fleadh 2016 dates

Games Fleadh 2016 will take place on Wednesday March 9th 2016 in LIT Thurles, Co. Tipperary.

Supported by Microsoft Ireland, EA Games and the Irish Computer Society, the 13th annual Games Fleadh will feature Robocode and the Game Studio ‘Tower Defence’ competitions.

Games Fleadh will also feature games development and research talks by industry veterans and researchers.

Games Fleadh 2016 is open to the public for free.

For more follow @gamesfleadh on twitter or the hashtag #gamesfleadh. See also http://gamesfleadh.ie/

Brenda Laurel skypes into Games Fleadh, 2015.

Brenda Romero on screen as she skypes into Games Fleadh, March, 2015. Dr Liam Noonan, Lecturer, LIT, at podium. Photo: Aphra Kerr.

 

TIGA-IndieHE-slide (1)

Hay Ewe nominated for Game of the Year, 2015.

Public Vote now open! 
hay-ewe-logo

Rocket Rainbow is an independent games studio founded by experienced game developers who grew up in the mobile space. Some of them were based in the Dublin PopCap office until that closed.

Their game Hay Ewe has been nominated for a TIGA Games Industry Award, 2015.

Voting is currently open to the public and you have one day left to vote at http://awards.tiga.org/awards_vote.php

TIGA’s Games Industry Awards focus on the best games in the industry over the last 12 months as well as highlighting and rewarding best practice from those contributing to its long-term success.

TIGA is a not-for-profit association representing the games industry in the UK.

Go Vote!

Visit Rocket Rainbow. 

imirt.ie

Imirt elections

imirt.ie

 

Imirt, The Irish Game Makers Association, represents game makers from all disciplines throughout Ireland, both analog and digital.

They are currently holding elections for their first board. Voting will take place from Monday 21st to Friday 25th September (voting closes at midnight on the 25th).

Anyone who is a member (costs €20) can vote. All members who sign up before midnight on THURSDAY 24th September will be eligible to vote.

Details of how to vote will be sent to members by the 21st. It’ll all be online so doesn’t matter where in the world you are.

Take a look here to find out more about the 15 nominees and why they are running for election: http://www.imirt.ie/nominees/

 

Games Ireland GIG 2015 – speakers

games ireland logoWith new speakers being added all the time there is now an extensive list of speakers for the Sept. 10th event in the Mansion House, Dublin which this year has a focus on product innovation.

Games Ireland, Riot, Digit, Enterprise Ireland and the IDA are co-organising the event.

Tickets (€49) and an up to date list of speakers are available at http://www.gamesireland.ie/

 

GIG2015 SPEAKERS

 

 doc norton

Keynote: Doc Norton, Former Global Director of Engineering Culture at Groupon, Founder & CEO at CTO2

Coach, mentor, advocate, facilitator. 25+ years in creation of software. Adept at working with teams to improve their processes from inception to delivery, with a special focus on engineering practices and team dynamics.

 

 

travis george

 

Keynote: Travis George, Director of Product, EU at Riot Games

Over 7+ years at Riot Games, George has played a key role in the product development of League of Legends.

He is focused on identifying key opportunities for deep and meaningful experiences that are tailored to the unique needs of players in the EU region.

 

 

Emmi

 

Keynote: Emmi Kuusikko, Director of Business and Product Management at Microsoft Studios

Emmi has over 10 years of experience in the video games industry, focusing on service based game development and a variety of business models.

Before recently moving to her new position at Microsoft she was Director, Head of Strategy and Business Management at Lionhead Studios.

 

 

 

 

PANELISTS ON THE DAY INCLUDE:

 

Andrew Bowell, Head of Product at Unity Technologies

Unity’s new VP of Product Management will be joining us as part of our Cultures of Innovation panel. Bowell had previously blazed a trail for over 15 years at Havok in the areas of engineering and sales and became their worldwide Head of Product in 2010.

 

Chris Less, CEO at En Masse Entertainment

Gamer and games industry veteran Chris Lee has successfully managed and delivered creative marketing programs for blockbuster franchises like Halo, Need for Speed, Age of Empires, and Aion at companies including Electronic Arts, Microsoft, and NCsoft.

 

Marc Chambers, Service Providers Manager at YouTube Live

Marc works with third-party service providers, developers and device manufacturers to provide best-in-class solutions for creators on YouTube Live.

 

Toby Moore, Founder & CTO at Space Ape Games

Toby has spent the last 12 years in lead technical roles, designing and building products from start-up to successful global businesses across a number of sectors, most recently in gaming and entertainment as Founder and CTO at Space Ape Games.

 

Thomas Paincon, Marketing Director Digital Publishing at Ubisoft

Managed marketing and communication for console and mobile titles like Far Cry, Assassin’s Creed and Settlers Online. Thomas has also setup marketing strategy for PC and Console titles like Scarface, Crash Bandicoot, Spyro, and Blizzard titles World of Warcraft, Diablo 2 & Warcraft 3.

 

Jason Robar, Director of Product at Goodgame Studios

Goodgame Studios’ new Director of Product is a games industry veteran having worked for Vivendi, AisA Group and Sierra Online and consulted for some of the top games companies in the world.

 

James Adams, Director of Technology at Amazon

Twenty years of experience leading, developing and operating high-risk, mission critical projects and services across diverse private, government and military organizations. Repeatedly builds high performing organizations who have successfully delivered projects ranging from NASA spacecraft to video games.

 

Khaleeq Aziz, Co Founder & Managing Director at Symanto Research

Symanto Research bring psychometric research to social media for market research. Designed to uncover intrinsic motives through unique psychological profiling their unique technology uses an innovative method based on semantic analyses.

 

Paddy Benson, CTO EMEA at Groupon

Groupon’s new CTO in the EMEA region has 25 years experience building high quality software, systems and teams for big players like IONA Technologies, Newbay Software and Synchronoss Technologies while also taking an important mentoring role with Irish startup Soundwave.

 

Eric Bowman, VP of Engineering at Zalando

Through a combination of team empowerment and cutting edge architecture — what Zalando call Radical Agility — Bowman is helping Zalando transform how people everywhere connect with fashion.

 

Jeff Dixon, R&D, Senior Software Engineer at Riot Games

While he is now working on R&D for League of Legends at Riot Games’ Dublin offices, Dixon was previously Co-Founder and Lead Programmer at Magic Pixel Games and a Senior Software Engineer at EA.

 

Sean Fee, Co-Founder and CEO at Player.me

Sean co-founded Player.me, a social discovery platform for connecting the gaming community. He has also held top commercial roles at companies like TV3, Metamedia.com and Mist Media.

 

Theo Goyvaerts, CEO at G-Series

Goyvaerts’ interest in eSport and Gaming has led him to champion the eSport industry in Ireland, creating more opportunities for Irish gamers to compete in eSport competitions and events. He is moving aggressively to secure Pro Gaming Leagues in Ireland within the next 5 years.

 

Bruce Grove, Co-Founder and CEO at Polystream

More than 15 years engineering management and team leadership in fast paced, cross geographic environments. Specialist in cloud gaming and virtual desktop platforms, unique insight to all aspects from engineering architecture to business models and future directions.

 

Christian-Peter Heimbach, Senior Manager Digital Publishing International at Warner Bros. Entertainment

Heimbach is the key point of communication between Warner Bros. Entertainment’s US digital marketing and local teams in the EMEA and APAC regions. He ensures consistency in metrics and stategy for the digital games markets – from hardcore to online and free-to-play

 

Lars Hoogweg, CTO at Lebara Digital Factory

Current CTO at Lebara Digital Factory in the Netherlands, Lars was previously CTO at Nimbuzz BV and the owner of Zendu.

 

Kaypea, Live Streamer as KayPea

KayPea has built a massive following in the gaming community live streaming her activity on League of Legends. She joins an already stellar Streaming panel to offer her comments on the role live streaming has to play in developing a rewarding community experience.

 

Ian Massingham, Technical Evangelist at Amazon Web Services

Joined Amazon Web Services in December 2013 as a Technical Evangelist covering the UK & Ireland. Prior to joining AWS Massingham spent just over 3 years at EMC building out the technology components of EMC’s Service Provider Alliances Program across the EMEA region.

 

Marcella “Nysira” De Bie, Live Streamer and Content Creator as NYSIRA

NYSIRA is a gamer, vlogger and live streamer based in Amsterdam who has grown a massive following on Twitch and YouTube. She will be joining our Streamer panel discussing community driven content creation.

 

Sebastian Pacetti, CCO at Warhorse Studios

Senior executive with 12+ years of experience in the media/entertainment industry, specialist in gaming, market penetration, digital distribution, customer retention and engagement.

 

Matthew Seaborn, Director of Software Engineering at Perform Group

A highly experienced and skilled developer, architect, leader and technologist, Seaborn has spent the last 15 years designing and developing innovative IT systems for companies like Categoric Software, Smart Media, and most recently, Perform Group.

 

Mark Turpin, CEO at The Yogscast

Mark Turpin joined The Yogscast, a network of talented and entertaining YouTube creators, at the beginning of 2012 and is now the CEO. Turpin ensures that The Yogscast continues to bring the best in gaming entertainment to the world whilst simultaneously running his own channel.

 

Melikshah Uenver, Founder at StartupCVs & MCUBATE

MCUBATE is a company-builder which focuses on building HR/Recruitment companies. Through MCUBATE Uenver has built ‘Shah Recruiting – Digital Leaders’ and StartupCVs – two recruitment companies which assist companies in the digital field with their recruitment efforts.

Keywords (Dublin) Czech & German Translators LoL

German Translator for League of Legends (DUBLIN)
Contract Type:Permanent, Full Time
Location: Dublin, Ireland
Reporting To: Localisation Operations Manager

 

Company Profile

Keywords is an international technical services provider to the global games industry.
Established in 1998 in Dublin and now with operations in 13 studios across 10 countries, it provides integrated services for localisation, testing, audio, art creation and customer support in over 40 languages and 12 game platforms to the world’s largest games publishers and developers.

Role Overview

This German translator position will be based at our HQ in Dublin, Ireland. You will join a team of 300+ highly dedicated professionals providing world class language services and testing to the video games industry internationally. This is a unique opportunity to be part of a team focusing on League of Legends. We are passionate about providing high quality translations to our clients. You will be part of that, translating for this world renowned MOBA title.

Skills Required

– Native German Speaker
– Passion for the interactive entertainment space and close familiarity with the games industry.
– Passion for MOBA games (League of Legends, etc…)
– Educational qualification in linguistics
– Experience as a German linguist
– Experience in language, literature, linguistics, or related humanistic fields.
– Excellent verbal and written communication & presentation skills both in German and English.
– Must be self-motivated and able to operate in a dynamic and fast-paced environment
– Strong interpersonal skills

Duties and Responsibilities

– Translate, review and proofread texts in German to a high quality standard
– Work closely with other linguists, Project Managers and the Translation team to ensure high standards of linguistic quality in all projects.
– Create and continually improve glossaries, manage terminology and create guidelines for German
– Perform Quality Assurance tasks.
– Be responsible for all linguistic aspects of the translations you are assigned to ensure the best possible quality is delivered to Keywords’ customers.
– Provide support and leadership to junior members of the team to achieve the department objectives and goals.
– Suggest process improvements that will help achieve goal of optimal translation quality
– Collaborate with linguists in other languages on cross group objectives.
– Support Vendor management on reviewing test translations
– Support the Testing Department on linguist standards and questions in your language

Benefits:

Our employees are our most valuable resource; therefore we provide them with a competitive compensation package commensurate with skills and experience, excellent benefits, high level of job satisfaction and a casual and fun work environment.

Keywords International is dedicated to following a well-established Equal Opportunities Policy. We endeavour to create a workplace which provides for equal opportunities for all employees and potential employees

To Apply:

Applicants should apply here http://www.keywordsstudios.com/en/careers/dublin

 


 

Czech Translator for League of Legends (DUBLIN)

Contract Type:Permanent, Full Time

Location:Dublin, Ireland

Reporting To:Localisation Operations Manager

Company Profile

Keywords is an international technical services provider to the global games industry.
Established in 1998 in Dublin and now with operations in 13 studios across 10 countries, it provides integrated services for localisation, testing, audio, art creation and customer support in over 40 languages and 12 game platforms to the world’s largest games publishers and developers.

Role Overview

This Czech translator position will be based at our HQ in Dublin, Ireland. You will join a team of 300+ highly dedicated professionals providing world class language services and testing to the video games industry internationally. This is a unique opportunity to be part of a team focusing on League of Legends. We are passionate about providing high quality translations to our clients. You will be part of that, translating for this world renowned MOBA title.

Skills Required

– Native Czech Speaker
– Passion for the interactive entertainment space and close familiarity with the games industry.
– Passion for MOBA games (League of Legends, etc…)
– Educational qualification in linguistics
– Experience as a Czech linguist
– Experience in language, literature, linguistics, or related humanistic fields.
– Excellent verbal and written communication & presentation skills both in Czech and English.
– Must be self-motivated and able to operate in a dynamic and fast-paced environment
– Strong interpersonal skills

Duties and Responsibilities

– Translate, review and proofread texts in Czech to a high quality standard
– Work closely with other linguists, Project Managers and the Translation team to ensure high standards of linguistic quality in all projects.
– Create and continually improve glossaries, manage terminology and create guidelines for Czech
– Perform Quality Assurance tasks.
– Be responsible for all linguistic aspects of the translations you are assigned to ensure the best possible quality is delivered to Keywords’ customers.
– Provide support and leadership to junior members of the team to achieve the department objectives and goals.
– Suggest process improvements that will help achieve goal of optimal translation quality
– Collaborate with linguists in other languages on cross group objectives.
– Support Vendor management on reviewing test translations
– Support the Testing Department on linguist standards and questions in your language

Benefits:

Our employees are our most valuable resource; therefore we provide them with a competitive compensation package commensurate with skills and experience, excellent benefits, high level of job satisfaction and a casual and fun work environment.
Keywords International is dedicated to following a well-established Equal Opportunities Policy. We endeavour to create a workplace which provides for equal opportunities for all employees and potential employees.

To apply:

Applicants should apply here http://www.keywordsstudios.com/en/careers/dublin