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6 дней назад

Senior Technical Artist (Unreal Engine)

Формат работы
hybrid
Тип работы
fulltime
Грейд
senior
Английский
b2
Страна
Canada
Вакансия из списка Hirify.GlobalВакансия из Hirify Global, списка международных tech-компаний
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Описание вакансии

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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

hirify.global 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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