Назад
2 дня назад

Technical Artist (PC/Console, UE5)

Формат работы
remote (Global)
Тип работы
fulltime
Грейд
senior
Английский
b2
Страна
Armenia
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TL;DR
Technical Artist (PC/Console, UE5) (Unreal Engine 5/game development): Develop and optimize the art pipeline for the PC/console game SPINE with an accent on shaders, materials, lighting, post-processing, and performance budgets. Focus on building artist validation tools, solving systemic rendering and content bottlenecks, and balancing visual fidelity with performance targets.

Location: Remote work from all over the world. Working hours are 10 AM to 7 PM (GMT+3), with the possibility of adjustment.

Company

Nekki is a game development studio with over 20 years of experience creating games for mobile, PC, and consoles, including Shadow Fight, Vector, SPINE, and Fight Me.

What you will do

  • Develop and optimize the Unreal Engine art pipeline for the PC/console project SPINE.
  • Refactor shaders, materials, and master materials; improve lighting, post-processing, and overall visual quality.
  • Establish performance metrics and budgets, then optimize content to meet defined targets.
  • Research technologies and methods for project requirements and create content guidelines based on the findings.
  • Develop content validation tools for artists and collaborate closely with art and programming teams.

Requirements

  • 5+ years of Technical Artist experience, including time in a Senior role or at an equivalent level of responsibility.
  • At least one shipped AA/AAA title in a similar role for PC or console, built on UE5 with Nanite and Lumen.
  • Portfolio demonstrating personal technical contributions to tools, shaders, materials, lighting, optimization, and team workflows.
  • Expert proficiency with Unreal Engine 5 and strong familiarity with Nanite, Lumen with HWRT, Virtual Shadow Maps, Virtual Texturing, and Niagara.
  • Deep understanding of real-time rendering, PBR, lighting, shaders, optimization, performance budgets, and technical standards.
  • Ability to identify systemic bottlenecks independently, architect solutions, roll them out into production, and balance visual fidelity, performance, and deadlines.

Nice to have

  • Experience integrating and configuring upscalers such as TSR, DLSS, FSR, or PSSR.
  • Experience optimizing for current-generation consoles.
  • Hands-on experience with Unreal Insights, GPU Visualizer, RenderDoc, PIX, or similar profiling tools.
  • Scripting skills in Python and Blueprints, with working knowledge of HLSL and C++.

Culture & Benefits

  • Remote work from all over the world with adjustable working hours around the 10 AM–7 PM GMT+3 schedule.
  • Friendly, informal environment with shared gaming interests and internal game jams.
  • Professional development support, including participation in specialized conferences and educational events.
  • Competitive salary based on professional qualifications.

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