Senior Technical Artist (Unreal Engine)
Мэтч & Сопровод
Для мэтча с этой вакансией нужен Plus
Описание вакансии
TL;DR
Senior Technical Artist (Unreal Engine): Developing reusable material implementations and shader systems for a AAA game with an accent on visual quality and real-time performance. Focus on building scalable material solutions, profiling rendering performance, and defining technical art pipelines.
Location: Hybrid (Montreal, QC, Canada) - requires 3 days a week onsite
Company
is a global entertainment company and game studio creating iconic experiences like Magic: The Gathering and Dungeons & Dragons.
What you will do
- Develop reusable, scalable material implementations for environment, character art, and VFX.
- Collaborate with Rendering Engineers to align material workflows with engine capabilities.
- Profile, debug, and optimize materials and shaders to meet performance and memory budgets.
- Define and document best practices for material authoring, shader usage, and technical art workflows.
- Support artists by troubleshooting shader, material, and rendering issues across tools and pipelines.
Requirements
- 6+ years of professional experience as a Technical Artist focused on shaders, materials, or rendering pipelines.
- Deep hands-on experience with Unreal Engine material editor and shader graph workflows.
- Strong understanding of real-time rendering, lighting models, and PBR workflows.
- Experience working with DCC tools such as Maya, Substance Painter/Designer, or Houdini.
- Ability to translate artistic intent into performant technical solutions.
- Must be based in or able to work from the Montreal, QC studio (hybrid, 3 days onsite).
Nice to have
- Experience with custom HLSL or shader code within Unreal Engine.
- Familiarity with advanced features like virtual textures, material layers, or runtime parameter systems.
- Experience supporting character, environment, or VFX pipelines from a technical perspective.
- Background contributing to early pipeline definition or tool development during pre-production.
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