Jobs · Art & Creative · Virginia

Senior Technical Artist, Project R.I.S.E

Brawl Stars · Shanghai, VA · 1 mo ago
Art & CreativeFull-time
We need to output HTML fragment with sections: About the role, Responsibilities, Requirements, Qualifications, Skills, Benefits, Pay, Schedule. Only include sections that have real specific content. The posting includes description of role, responsibilities (What You'll Be Doing), requirements (What You Have), nice-to-have (Would Be Nice if You Also Have), location (Where You'll Be), benefits and compensation (Benefits And Compensation). No explicit Pay or Schedule details. So we should not create Pay or Schedule sections because they are not stated. Benefits section exists: relocation support, etc. Also maybe "Benefits And Compensation" includes relocation. So we can include Benefits section. We need headings:

for each section. Use
  • for lists. Use

    for prose. We must not repeat job title as heading. No Job ID. Remove boilerplate like cookie/navigation/legal/EEO etc. The posting includes some repeated paragraphs and some filler like "Great-looking games don't happen..." repeated; we need to preserve substantive info but not duplicate. We should deduplicate. We need to include About the role section: maybe a brief summary of role from first paragraph. The posting includes an intro: "all positions Shanghai – onsite – FullTime Senior Technical Artist, Project R.I.S.E Great-looking games don't happen..." That's the role description. We'll put that as About the role. Responsibilities: from "What You'll Be Doing" bullet points (though they are not bullet list but sentences). We'll convert each sentence into

  • . Requirements: from "What You Have". Qualifications maybe same as Requirements? Could separate but we can combine. The instruction: prefer few substantive sections over many thin ones. Could have About the role, Responsibilities, Requirements (including What You Have and Would Be Nice), Benefits. Could also have Skills separate but maybe incorporate into Requirements. But we have to follow headings list: About the role, Responsibilities, Requirements, Qualifications, Skills, Benefits, Pay, Schedule. We can include only those with content. We have About the role, Responsibilities, Requirements (What You Have), Qualifications (maybe same as Requirements? Could treat "Would Be Nice if You Also Have" as Qualifications? Or Skills? Actually "What You Have" are requirements. "Would Be Nice if You Also Have" are preferred qualifications. Could put them under Qualifications. Skills could be extracted from requirements (shader authoring, scripting, etc.) but we might not need separate Skills if we already have Requirements. However we need to follow instruction: include a section ONLY when posting has real, specific content for it. So we can decide to include Skills if we can extract specific skills list. The posting mentions: shader authoring skill — HLSL, Unreal's material graph, or both; scripting (Python, Blueprint, or C++); fluency across DCC stack (Maya, Blender, Houdini, Substance); etc. Those are skills. Could create Skills section with those. But then Requirements could be more about experience (8+ years, etc.). Qualifications could be nice-to-have. That seems reasonable. Thus sections: - About the role: paragraph summarizing role. - Responsibilities: list of duties from What You'll Be Doing. - Requirements: list of mandatory requirements from What You Have (8+ years, shader authoring skill, scripting, mental model, DCC fluency, profiling instinct, comfort as translation layer, self-starter AI use, great teammate). - Qualifications: list of nice-to-have (shipped mobile title, extending Unreal editor, AI agents experience, full arc experience). - Skills: maybe list of specific technical skills: HLSL, Unreal material graph, Python, Blueprint, C++, Maya, Blender, Houdini, Substance, profiling, LOD, quality-tier, shader permutation, tooling, AI usage. But we might be duplicating. Could combine Skills with Requirements. However we need to avoid thin sections. Perhaps we can omit Skills and put those details under Requirements. But the instruction says we can include sections only when posting has real specific content. It doesn't require us to use all possible headings. So we can skip Skills if we feel it's redundant. However we might still include Skills if we can extract a distinct list not covered elsewhere. The posting already lists skills in What You Have and Would Be Nice. Might be okay to skip Skills. - Benefits: paragraph about relocation support, compensation philosophy. - Pay: not present -> omit. - Schedule: not present -> omit. Thus output HTML with sections: About the role, Responsibilities, Requirements, Qualifications, Benefits. Make sure to use

    for each. We need to preserve all substantive information, not invent or summarize away detail. So we need to keep details like "8+ years in games, a meaningful chunk of it on the technical side of art". Keep that exactly. We need to convert bullet-like sentences into
  • . Ensure we don't lose any detail. Let's extract responsibilities sentences from "What You'll Be Doing". The text: "Own the shader and material library. Author the shaders that give the game its look, design a master-material architecture artists can actually work with, and keep permutation counts and shader complexity from quietly eating the frameBuild the tools artists live in. DCC scripts, engine editor extensions, one-click export, automated asset validation — every hour you save someone in Maya or the material editor goes back into the game, so treat tooling as a first-class deliverable, not a side projectRaise the visual bar alongside the art team. Sit in look-dev with the art director, build the lighting and post-process templates that make the style reproducible, and close the gap between the concept on the wall and the thing running on deviceKeep art content within budget. Profile real builds on real phones, work out why the device is getting hot, and design the LOD and quality-tier systems that let the game scale from flagship to low-end without losing its identityPrototype the risky visual ideas. Before anyone commits to them, and be honest about which ones won't survive contact with the frame budgetBe the interface to the engine team. Translate what artists want into renderer features programmers can scope, and translate what the renderer does into constraints artists can work withSet and hold the standards. Define how art content should be built, document it, onboard people onto the pipeline, and be the person who notices when things start slipping" We need to split into separate responsibilities. Each sentence ends with a period but some are concatenated without space (e.g., "...frameBuild"). We'll need to parse manually. Let's split: 1. Own the shader and material library. Author the shaders that give the game its look, design a master-material architecture artists can actually work with, and keep permutation counts and shader complexity from quietly eating the frame 2. Build the tools artists live in. DCC scripts, engine editor extensions, one-click export, automated asset validation — every hour you save someone in Maya or the material editor goes back into the game, so treat tooling as a first-class deliverable, not a side project 3. Raise the visual bar alongside the art team. Sit in look-dev with the art director, build the lighting and post-process templates that make the style reproducible, and close the gap between the concept on the wall and the thing running on device 4. Keep art content within budget. Profile real builds on real phones, work out why the device is getting hot, and design the LOD and quality-tier systems that let the game scale from flagship to low-end without losing its identity 5. Prototype the risky visual ideas. Before anyone commits to them, and be honest about which ones won't survive contact with the frame budget 6. Be the interface to the engine team. Translate what artists want into renderer features programmers can scope, and translate what the renderer does into constraints artists can work with 7. Set and hold the standards. Define how art content should be built, document it, onboard people onto the pipeline, and be the person who notices when things start slipping We'll make each as
  • . Now Requirements from "What You Have": "8+ years in games, a meaningful chunk of it on the technical side of artReal shader authoring skill — HLSL, Unreal's material graph, or both — and enough scripting (Python, Blueprint, or C++) to build your own tools rather than request themA working mental model of how a frame gets rendered, and of where Unreal's content pipeline hides its costsFluency across the DCC stack (Maya, Blender, Houdini, Substance, or your equivalents) and strong opinions about how they should connect to the engineThe instinct to profile before optimizing, and the patience to chase a regression to its actual causeComfort being the translation layer between two disciplines that don't always speak the same language — and the diplomacy that takesA self-starter approach to use AI: you've found ways to use it in your day-to-day work, you experiment, figure things out and bring the same energy to every new challengeBeing a great teammate — we believe making games is a team sport" We need to split into items: - 8+ years in games, a meaningful chunk of it on the technical side of art - Real shader authoring skill — HLSL, Unreal's material graph, or both — and enough scripting (Python, Blueprint, or C++) to build your own tools rather than request them - A working mental model of how a frame gets rendered, and of where Unreal's content pipeline hides its costs - Fluency across the DCC stack (Maya, Blender, Houdini, Substance, or your equivalents) and strong opinions about how they should connect to the engine - The instinct to profile before optimizing, and the patience to chase a regression to its actual cause - Comfort being the translation layer between two disciplines that don't always speak the same language — and the diplomacy that takes - A self-starter approach to use AI: you've found ways to use it in your day-to-day work, you experiment, figure things out and bring the same energy to every new challenge - Being a great teammate — we believe making games is a team sport Now Qualifications from "Would Be Nice if You Also Have": "At least one shipped mobile title, and the scars to prove it — thermal throttling, bandwidth ceilings, memory budgets, the whole setA history of extending the Unreal editor when the existing workflow wasn't good enoughHands-on experience with AI agents and AI-assisted workflows, especially pointed at content or tooling problemsExperience across the full arc of a project, from grey-box prototype to live service, and a sense of what matters at each stage" Split: - At least one shipped mobile title, and the scars to prove it — thermal throttling, bandwidth ceilings, memory budgets, the whole set - A history of extending the Unreal editor when the existing workflow wasn't good enough - Hands-on experience with AI agents and AI-assisted workflows, especially pointed at content or tooling problems - Experience across the full arc of a project, from grey-box prototype to live service, and a sense of what matters at each stage Now Benefits from "Benefits And Compensation" section: "Luring you in with glitter, glamour, and gems isn't what we're about. We want you to enjoy your time here fully, so we structure our compensation and benefits with that in mind. It starts with perceiving you as a human being, not a resource. Relocation? Yes! No matter where you’re moving from, our dedicated mobility team and partners will support you throughout your move. We’ll ensure the process is as smooth as possible for you and anyone joining you – whether they’re family members of the human or animal kind! Not sure if you should apply? Many candidates with great skills and experience second-guess themselves. The bar is high, but if this role excites you, apply! We’re here to help you succeed. Also, we're happy to learn about any specific accommodations you may need to fully engage in our recruitment process. Wishing you all the best, The Supercell Recruitment team P.S. Here's a video about what we do. (Best enjoyed with salmiakki and rye bread)" We need to keep substantive info: compensation and benefits philosophy, relocation

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