Gringo is hiring Flash developers

Brazilian web studio Gringo.nu – the company I freelance for – is hiring Flash developers!

Candidates looking to join their ranks should have vast experience in AS 1/2 and breath OOP. Having AS 3 knowledge/experience is a plus, but willingness to research and learn is even better. They should love what they do and be committed to pushing the boundaries of the platform further both visually and technically with each new work. This is for full-time, on-site roles; Gringo is based on São Paulo, Brazil.

The studio is focused on creating rich advertainment websites that differ from generic websites. They have won several prizes on their relatively short life of one year and a half, including several FWA site of the day awards and a couple of recent bronze Cyber Lions on Cannes 2007. They have an awe-inspiring crew and work with some of the coolest clients from all over the world, so it’s a terrific place to work at. Apparently they also have a Nintendo Wii in the studio, although I haven’t personally certified it yet. Visit their website for more information about the company and the kind of work they do.

Interested candidates should send an email to quero@gringo.nu with all information needed – including a bit about yourself, your experience, and links to previous work.

  • Zeh

    I guess that simply by being on this website, it means that visitors are already proficient enough on the English language to understand the above job post (specially because knowing the language is so necessary in this field). In any case, what follows is the equivalent translation, in good old Brazilian Portuguese:

    O estúdio Brasileiro Gringo.nu – a empresa pra quem eu faço trabalhos freelance – está contratando desenvolvedores Flash!

    Os candidatos interessados em preencher as vagas devem ter vasta experiência em AS 1/2 e respirar programação orientada a objetos. Experiência/conhecimento em AS3 é um fator positivo, mas desejo de pesquisar e aprender é ainda melhor. Eles devem amar o que fazem e serem engajados em romper as barreiras da plataforma tanto visualmente quanto tecnicamente com cada novo trabalho. Estas vagas são para período integral, e trabalhando no local (não é freelance, e não é à distância); a Gringo está localizada em São Paulo.

    O estúdio é focado na criação de websites ricos e envolventes que se diferenciam de websites convencionais. Eles ganharam vários prêmios em sua (relativamente) curta vida de um ano e meio, incluindo alguns sites do dia no FWA e dois bronzes recentemente no Cyber Lions de Cannes 2007. Eles têm uma equipe inspiradora e trabalham com alguns dos clientes mais legais do mundo todo, então é um lugar ótimo para se trabalhar. Aparentemente eles também têm um Nintendo Wii no estúdio, embora eu não tenha me certificado disso pessoalmente ainda. Visite o website para mais informações sobre a companhia e o tipo de trabalho que eles fazem.

    Candidatos interessados devem mandar email para quero@gringo.nu com toda a informação necessária – incluindo um pouco sobre você, sua experiência, e links para trabalhos anteriores.

  • God, would be a dream working in the Gringo, i was in a lecture where Andre was the speaker (12º EWD Arteccom) in Belo Horizonte in the last weekend, a great event made by the Arteccom. Unfortunately today my knowledge is limited for candidate to job, but who knows one day.
    Andre also spoke about Wii console, a great initiative, make us feelt in our home.

    Excuse all, my bad english.

  • I dont like games anyway. I love code. I just dont’ wanna this job cause i live in Rio de Janeiro.

  • Hey there….I’ve been working on a site for an architect, and trying to do his portfolio in papervision3d very similar to how you have done on the Gondry’s Dream site for Moto (which is fkn AWESOME, BTW).

    Any pointers on how I can better learn how to do the Tweener on the camera moves to center images for enlargement? any direction you could give would be mucho appreciated.

    thx.toby

  • Zeh

    Toby: I can’t tell you for sure as I wasn’t involved on that project – it’s the work of Arthur Debert and Renato Inamine (as far as I know; other people might also have been involved).

    What I think they do, however, is that they read the position of the plane, its rotation, and then project a point at a distance from that plane using a perpendicular angle (using usual sin/cos calculation) to find the right place for the camera. Then they just move the camera there while also moving the target to the plane (and in this there’s tweening). So the secret would simply be finding the correct camera position.