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Technical Artist World

20 Hours ago • All levels • Technical Art

Job Summary

Job Description

The Technical Artist will support level creation teams (Art & Design), define artistic pipelines (constraints, production pipelines, tool choices), identify and resolve production blocking issues, monitor performance, and improve team efficiency. Responsibilities include technical asset follow-up in the engine, reporting on world and map production, and collaborating with artistic teams. The ideal candidate possesses solid AAA/AA experience in world-building (level art, lighting, props, level design, etc.), strong technical skills in performance and optimization, proficiency in 3D modeling software (Blender, 3DS Max, Maya, etc.), game engine experience (Unreal Engine, Unity, etc.), and scripting skills (Maxscript, Python).
Must have:
  • Solid AAA/AA Technical Artist experience
  • Proficiency in 3D modeling software
  • Game engine expertise (Unreal, Unity)
  • Strong scripting skills (MaxScript, Python)
  • World-building knowledge (level art, lighting)
  • Performance optimization skills
Good to have:
  • Experience with visual scripting
  • Understanding of realistic art pipelines

Job Details

Company Description

Founded in 1996, Ubisoft Annecy has developed many sagas, especially on Splinter Cell, Assassin’s Creed®, while focusing on multiplayer online and social aspects, and also on concrete game mandates such as Tom Clancy’s: The Division 2® and Ghost Recon Wildlands. We are now proud to have developed our own IP, Steep and Riders Republic!

More recently, we are working on innovation with the creation of a technological expertise hub around the Snowdrop engine pipeline, for which we are focusing firstly on engine and graphics topics.

Located in one of the most dynamic regions of France, our Ubisoft studio is settled between lake and mountains, in the middle of Annecy, also known as the Venice of the Alps, 30 minutes away from Geneva International Airport. Having a studio with perpetual growth, we are focusing on our team members' commitment and team work. Our ambition relies on innovation and excellence with an ultimate purpose: our players' satisfaction!

Job Description

You will be joining the Technical Artists team and working under the responsibility of the Technical Artistic Director. You are in direct contact with the artistic teams.

As a Technical Artist, your responsibilities will be as follows:

  • Provide daily support to teams involved in level creation (Art & Design) to follow the mandate of the maps produced in the studio.
  • Participate in defining artistic pipelines (defining constraints, production pipelines, tool choices, etc.).
  • Identify, analyze, and address specific production blocking issues and monitor their resolution.
  • Monitor performance.
  • Help team members perform their tasks more efficiently.
  • Technical follow-up of assets in the engine.
  • Ensure efficient reporting on global actions concerning the world and maps produced by our teams.

Qualifications

You have solid experience as a Technical Artist, ideally on AAA or AA productions.

  • You have worked on various world-building topics such as level art, lighting, props, level design, landscaping, water, etc.
  • You have strong technical skills in performance, optimization, and methodology.
  • You are proficient in at least one 3D modeling software (Blender, 3DS Max, Substance Designer, Maya, etc.).
  • You have significant experience with a game engine (Unreal Engine, Unity, proprietary engine, etc.) and a comprehensive understanding of the workflow and artistic pipeline in a realistic style.
  • You are versatile and have a real understanding of world-building specificities, with a strong analytical mind and interpersonal skills that allow you to work effectively in a team and convey your ideas.
  • You have strong scripting skills (Maxscript, Python...). Experience with visual scripting languages (node-based) is a plus.
  • Your proficiency in English allows you to work in an international context and communicate with non-French-speaking peers.

Additional Information

Ubisoft is committed to creating an inclusive work environment that reflects the diversity of our player community. Qualified applicants will receive consideration for employment without regard to their race, ethnicity, religion, gender, sexual orientation, age or disability status.

All information will be treated as confidential in accordance with the Employment Equity Act.

Integrating the Ubisoft French studios also means:

  • Join passionate and highly technical teams, all driven by the desire to design and develop innovative games and stand out for their quality
  • Collaborate with teams recognized for their experience on renowned franchises
  • Develop expertise by participating in in-house sharing events (talks, conferences, trade shows) and benefiting from tailor-made training programs
  • Evolve in a leading French videogame company represented in 30 different countries, with opportunities for international development

Check out this guide to help you with your application, and learn about our actions to encourage more diversity and inclusion.

Consultez ce guide qui a pour but de vous accompagner dans votre candidature, et découvrez nos actions pour encourager plus de diversité et d'inclusion.

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About The Company

Ubisoft’s 21,000 team members, working across more than 30 countries around the world, are bound by a common mission to enrich players’ lives with original and memorable gaming experiences.


Their commitment and talent have brought to life many acclaimed franchises such as Assassin’s Creed, Far Cry, Watch Dogs, Just Dance, Rainbow Six, and many more to come. 


Ubisoft is an equal opportunity employer that believes diverse backgrounds and perspectives are key to creating worlds where both players and teams can thrive and express themselves. 


If you are excited about solving game changing challenges, cutting edge technologies and pushing the boundaries of entertainment, we invite you to join our journey and help us Create the unknown.

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