Technical Artist
Wesan · Los Angeles, California, United States · 3 wk ago
DesignFull-time
You sit between the engine programmers and the environment artists. You build the tools that let the art team work fast, you write the shaders that make the world look like itself, and you keep both rooms speaking to each other.
The Work
- Own the shader library and lighting pipeline for Project 01.
- Build content tools for the art team: level editor extensions, asset-pipeline guards, validation passes.
- Run weekly art reviews with the director and lead artist. Translate art notes into engineering work.
- Profile and optimise the rendering pipeline. Hit the perf budget on target hardware.
First Six Months
A real plan, not a wish. What success looks like, broken down by month, so you and we both know what we are agreeing to.
- Month 1–2: stand up the shader library. Pipe one full location through the lighting model.
- Month 3–4: ship v1 of the art-team tooling. Reduce iteration time by 50%.
- Month 5–6: hit the vertical-slice perf budget on the target console + Mac.
Requirements
- 5+ years as a TA or graphics engineer on shipped games.
- Shader work (HLSL, GLSL, Slang, take your pick).
- Lighting model expertise.
- Comfortable in C++ engine code AND in art tools (Houdini, Substance, Blender).
- You enjoy the tooling part. You think a good tool is its own reward.
Nice to Have
- Custom engine experience (we are choosing the engine in month 2).
- Worked on narrative games before — you know how light tells a story.
Compensation
Senior craft compensation. Equity in Studio GmbH.
Team & Reporting
Reporting to Game Director. Studio forming target team of 6.