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Роль чётко очерчена вокруг технического арта на UE5 для конкретного PC/console-проекта, с понятными задачами и поддержкой развития; условия оплаты не указаны.
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Hirify AI/Оригинал
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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