Internships @ Force Field VR

Are you nearing the completion of your education, and are you looking for an intern position? Look no further! Fotce Field VR offers you the opportunity to work on amazing unannounced projects together with a team of experienced professionals.

As an intern at Force Field VR you become a core part of a game development team and will work alongside the other artists, programmers, designers, producers and quality assurance engineers on our games. You will be responsible for working on core game features for shippable products, both through your own work and in close collaboration with experienced developers as a member of our multidisciplinary teams.


For a programming internship it’s important to have a solid foundation and hands-on experience with C++. We expect you have further developed your C++ knowledge in your spare time and that you can show school and hobby projects that demonstrate your level and expertise.


A 3D animation intern should first and foremost show knowledge and skill on the animation essentials: weight, mass, balance, timing, emotion etc. Your portfolio must prove a solid understanding and a keen eye for these. It’s also important you’re familiar with creating animated content for games: using 3D software (Maya preferred), rigging and skinning, exporting to a game engine (Unity and UE4 preferred).


You will be a member of one of the development teams, and you will be able to contribute to Force Fields ambitious projects with innovative ideas. You will learn the ins and out of game development by coming up with new concepts and mechanics and implementing your own ideas as well as those from others. Previous experience with toolsets such as Unity and Unreal 4 is a must.


You will conduct functional and qualitative testing of builds and tools and will be reporting issues into a bug tracking database in concise, accurate and readable manner.


Send us an email with the following information (in English) to

  • CV;
  • Motivation letter;
  •  Your portfolio.

Portfolio tips
Below some things that we pay attention to when we review a portfolio. This doesn’t only apply to artists but also to programmers and game designers.


Quality vs. quantity
Only show your best and finished work. Less is usually more.

We’re in a creative industry so we look for creativity in our employees and interns. If you want to add a somewhat unoriginal piece to your portfolio then it make sure that it is executed very well (e.g. fanart, AK47 weapon, crate, space marine, anything-anime).

Variety vs. focus
If your goal in life is to e.g. become an environment artist then make sure that your portfolio shows this. Do not clutter your portfolio with irrelevant work unless the pieces are very good. If you are not really sure yet if you have a focus or if you want one (generalists are always valuable too!) then make sure that your portfolio shows different work.

It is always good to show work with different styles, subjects and methods of execution.

Clear layout & navigation
Your portfolio site is only the medium to present your work. No need for fancy and elaborate animated sites. Your work should speak for itself and the site should not distract or take attention away from it. We are interested in your work so present it in a clear way with as few navigation steps possible.

Indicate what your work is, what it was created for, what tools you have used and the technical properties of your creation (e.g. language, polygons, texture size, bones, framerate etc).

Your contribution
If your work was part of a project that involved multiple people then make sure to indicate what your role in the project was and what you have created. If possible show both your contribution isolated (e.g. image of assets by themselves or pieces of code) and show then as a part of the project (e.g. in-game screens or playable game/prototype).

Creation process
While the end result is important, the process how you reached this is also relevant.
Make sure to also show sketches, mock-ups, textures, UV maps, blockouts, flow charts, wireframes, code samples, grey-boxed environments, shaders, rigs, tools etc.

The end result of your work is a game or something in it. So if you can show your work also in-game or your code/design in a playable form then this is a big plus.

Hobby projects
If you can show relevant work that you have created in your spare time (next to professional or school work) then this is a big plus as this shows motivation and passion.