As a Technical Artist, you are responsible for getting art into the engine at the intended quality and within the performance budget. Tech Art sits between Art and Tech, and covers a deliberately wide surface: materials and shaders, animation systems, UI, VFX, audio integration, procedural content, and the tooling that keeps it aintainable. The department is small, so your focus changes over the course of a project.
You will work in Unreal Engine 5 on AA titles for PC, Xbox, PlayStation and Switch, in project teams of up to around 70 people. You are responsible for features and deliverables across a milestone or project phase, on your own or with others, in daily exchange with artists, animators, designers and programmers.
Your setups determine the runtime cost of the visual target. The tools you build determine how fast everyone else can iterate. A material that hits the look but costs 4 ms on Switch is not finished.
Our Technical Artists come from different backgrounds: artists who learned to script, programmers with an eye for visuals, technical designers and animators. You do not need to cover every point below, as long as you are willing to learn the rest.
Must-haves
Earlier in your career than that? Apply anyway if the work speaks for itself. We hire strong juniors when we meet them, and we would rather see your portfolio than your CV.
Nice-to-haves
Nobody has all of these. They're here so you can see what we actually work with and if you arrive with a specialisation, we'd rather find out what it is and use it than hire around it.
What changes at Senior level
*After successful completion of the probation period.