Principal Technical Artist

3 Weeks ago • 7 Years + • Technical Art

Job Summary

Job Description

As a Principal Technical Artist at People Can Fly, you'll maintain artistic direction and quality, creating final materials for characters, environments, and effects. Responsibilities include content creation (mock-ups, shader tweaking), asset modification using modeling and texturing skills, and improving shader, texture, and lighting quality. You'll cooperate on setting artistic vision benchmarks, maintain quality standards, and manage production pipelines, meeting deadlines. You'll also research and implement new techniques, explore new technologies, and act as a liaison between Engineering and Art departments, optimizing content creation and resolving pipeline issues. Collaboration with programmers and artists is essential, along with occasional support for recruitment and onboarding.
Must have:
  • 7+ years AAA game dev (5+ Unreal Engine)
  • AAA quality portfolio (Unreal, Unity)
  • Modeling, sculpting, texturing skills (Maya, Max, ZBrush)
  • Real-time rendering knowledge
  • Unreal Engine expertise (Blueprints, Materials)
  • Strong problem-solving skills
  • Excellent communication skills
Good to have:
  • Degree in art
  • Max Scripting, HLSL/shader programming
  • Maya/Python or C++ scripting
  • Houdini experience
Perks:
  • 100% paid benefits (medical, dental)
  • 4% RRSP matching
  • Paid winter holidays
  • 20 paid vacation days, 5 sick days
  • Free virtual health & wellness sessions
  • Competitive salary & bonuses
  • Personal development opportunities

Job Details

Company Description

People Can Fly is one of the leading independent AAA games development studios. Our international team consists of hundreds of talented individuals who work from offices in Poland, the UK, Ireland, the US, and Canada, as well as from all over the world thanks to our remote work programs.

Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.

Our creative teams are currently working on several exciting titles: Gemini, a project being developed with Square Enix; Gears of War: E-Day developed in collaboration with Microsoft Corporation; Project Echo for Krafton; Bifrost & Lost Rift are projects we're growing in the self-publishing model. We are also busy working on a VR and undisclosed projects, more information on those to come later.

With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.

If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new, unique experience to players worldwide.

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People Can Fly, un des principaux studios indépendants de développement de jeux AAA, est composé d’une équipe internationale de centaines de personnes talentueuses travaillant depuis des bureaux situés en Pologne, au Royaume-Uni, aux États-Unis et au Canada, mais aussi de partout dans le monde grâce à nos programmes de télétravail.

Fondée en 2002, PCF a marqué le genre des jeux de tir avec des titres comme Painkiller, Bulletstorm, Gears of War: Judgment et Outriders. Nous sommes l’un des studios Unreal Engine les plus expérimentés de l’industrie et nous renforçons nos capacités au moyen de solutions internes, à savoir l’infrastructure PCF Framework.

Nos équipes créatives travaillent actuellement sur plusieurs titres passionnants : Gemini est notre nouveau projet en développement avec Square Enix ; Gears of War est un jeu en collaboration avec Microsoft Corporation ; Bifrost et Lost Rift sont des projets que nous développons en modèle d'auto-édition. Nous travaillons également sur un projet de réalité virtuelle et d'autres projets non dévoilés, plus d'informations à venir plus tard.

Forte de plus de 20 ans d’expérience, PCF se lance à la découverte de nouveaux horizons. Nous avons pour but de combiner notre expertise avec la créativité des meilleurs visionnaires de l’industrie afin de travailler collectivement à la nouvelle génération de jeux d’action destinés à la communauté mondiale de joueurs.

Si vous choisissez d’entreprendre cette aventure avec nous, vous aurez l’occasion de perfectionner votre art et d’approfondir vos connaissances, en travaillant aux côtés de chefs de file de l’industrie pour offrir une expérience unique et toute nouvelle aux joueurs du monde entier.

Job Description

Maintain artistic direction and quality

  • Making final materials for characters, environment assets, and effects, also supports existing material systems.
  • Content creation-mock up features in external programs or tweak shader code, experiment with features.
  • To tweak assets by using modeling and texturing skills.
  • Help improve and refine shader, texture, lighting quality.
  • Cooperation on setting artistic vision benchmarks and helping define the style under Art Director/Lead supervision, as well as maintaining the quality standards across the entire development pipeline.

Production/deadline

  • Maintain the production and software pipeline and meet deadlines.
  • Develop powerful and efficient workflows for the Art team.
  • Research and implement new techniques and procedures to improve game asset quality.
  • Explore and help develop new technologies for integration into the asset pipeline.
  • Can be responsible for managing and supervising bigger features and other projects implementations.
  • Bug Fixing and describing R&D case studies in the knowledge base.

Feedback

  • Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
  • Provide feedback and improvement to visual quality.

Collaboration/Communication 

  • Work with developers in multiple disciplines and ensure that work gets integrated into the build.
  • Collaborate with Tech Art and lead on R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
  • Analyze and improve art asset inefficiencies to optimize console and PC performance.
  • Knowledge sharing.
  • Act as a liaison between the Engineering and Art departments.
  • Identify and resolve pipeline issues without supervision.
  • Use diagnostic tools to examine the current content and identify areas for improvement as well as develop the tools.
  • Work with programmers and artists to optimize content creation.
  • Work with programmers on developing new features and workflows.
  • Occasionally support leads and HR collaboration in recruitment efforts.
  • Occasionally support new hires during the onboarding process.

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Maintenir la direction artistique et la qualité

  • Création de matériaux finaux pour les personnages, les éléments de l'environnement et les effets, et prise en charge des systèmes de matériaux existants.
  • Création de contenu : modéliser des éléments dans des programmes externes ou modifier le code des ‘shaders’, expérimenter des éléments.
  • Modifier les ressources en utilisant les compétences en matière de modélisation et de texturation.
  • Aider à améliorer et à raffiner la qualité des ‘shaders’, des textures et de l'éclairage.
  • Coopérer à l'établissement de repères de vision artistique et aider à définir le style sous la supervision du directeur artistique/chef de projet, ainsi que maintenir les normes de qualité dans l'ensemble de la chaîne de développement.

Production/échéance

  • Maintenir la chaîne de production et de logiciels et respecter les délais.
  • Développer des flux de travail puissants et efficaces pour l'équipe artistique.
  • Rechercher et mettre en place de nouvelles techniques et procédures afin d'améliorer la qualité des ressources du jeu.
  • Explorer et aider à développer de nouvelles technologies pour l'intégration dans le processus de production des éléments d'actif.
  • Vous pouvez être responsable de la gestion et de la supervision de la mise en place de plus grandes fonctions et d'autres projets.
  • Correction de bogues et description d'études de cas de recherche et développement dans la base de connaissances.

Retours d'information

  • Participer aux évaluations, s'adapter aux commentaires des supérieurs et des collègues et les mettre en pratique d'une manière professionnelle.
  • Fournir un retour d'information et améliorer la qualité visuelle.

Collaboration/Communication 

  • Travailler avec des développeurs de plusieurs disciplines et s'assurer que le travail est intégré dans la création.
  • Collaborer avec l’art technique et diriger les initiatives de recherche et développement, afin d'explorer de nouvelles techniques et de mettre en place des améliorations aux réseaux et aux flux de travail.
  • Analyser et améliorer les inefficacités des éléments artistiques afin d'optimiser les performances des consoles et des PC.
  • Partage des connaissances.
  • Assurer la liaison entre les départements d'ingénierie et d'art.
  • Identifier et résoudre les problèmes de chaîne de production sans supervision.
  • Utiliser des outils de diagnostic pour examiner le contenu actuel et identifier les points à améliorer, ainsi que pour développer les outils.
  • Travailler avec les programmeurs et les artistes pour optimiser la création de contenu.
  • Travailler avec les programmeurs sur le développement de nouvelles fonctionnalités et de nouveaux flux de travail.
  • Soutenir occasionnellement les responsables et la collaboration des RH dans les efforts de recrutement.
  • Soutenir occasionnellement les nouveaux employés au cours du processus d'intégration.

Qualifications

  • 7+ years in AAA console/PC game development including 5+ year in unreal engine
  • A strong portfolio showcasing AAA quality work done in engine (Unreal, Unity or Proprietary Engine).
  • Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
  • Artistically interpret concepts or creatively push beyond an initial ideation.
  • A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
  • Advanced knowledge of real-time rendering challenges and techniques.
  • Extensive experience working with Unreal Engine tools, Visual scripting and best practices.
  • Strong knowledge of current 3D graphics techniques.
  • Strong knowledge of particle systems, environmental effects, cloth simulations, lighting, and dynamics.
  • Advanced knowledge of current tech art workflows and practices.
  • In-depth understanding and experience of game dev standard pipelines, tools and content creation.Strong analytical thinking and high proficiency in technical problem solving skills.Adaptive. 
  • Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance.
  • Strong mentoring skills.
  • Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
  • Strong verbal and written communication skills in English.
  • Self-motivation.

Nice to have:

  • Degree in any art field.
  • Extensive experience working the Unreal Engine especially with Blueprints, Material Editor, and Matinee.
  • Max Scripting and HLSL or shader programming experience.
  • Scripting and plug-in writing skills with Maya and Python or C++.
  • Houdini experience.

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Qualifications

  • 7+ années dans le développement de jeux AAA pour consoles/PC dont 5+ années dans le moteur Unreal
  • Un portfolio solide présentant des travaux de qualité AAA réalisés dans un moteur (Unreal, Unity ou moteur propriétaire).
  • Excellente connaissance des logiciels standard de l'industrie pour la modélisation et la sculpture (Maya, Max, ZBrush, Photoshop ou leurs équivalents).
  • Interpréter artistiquement des concepts ou pousser la créativité au-delà de l'idée initiale.
  • Une forte compréhension des compétences artistiques traditionnelles ainsi que des compétences fondamentales en matière de conception (forme, texture, valeur et couleur).
  • Connaissance avancée des défis et des techniques de rendu en temps réel.
  • Expérience approfondie des outils Unreal Engine, des scripts visuels et des meilleures pratiques.
  • Connaissance approfondie des techniques graphiques 3D actuelles.
  • Connaissance approfondie des systèmes de particules, des effets environnementaux, des simulations de tissu, de l'éclairage et de la dynamique.
  • Connaissance avancée des flux de travail et des pratiques actuelles en matière d'art technique.
  • Compréhension et expérience approfondies des chaînes de production, des outils et de la création de contenu dans le domaine de la conception de jeux vidéo. 
  • Capacité à s'adapter et à développer un style artistique, des techniques et des flux de travail spécifiques avec un minimum de conseils.
  • Excellentes compétences en mentorat.

Un atout:

  • Diplôme dans un domaine artistique
  • Expérience approfondie du moteur Unreal, en particulier avec Blueprints, l'éditeur Material et Matinee.
  • Expérience des scripts Max et HLSL ou de la programmation des ‘shaders’.
  • Compétences en écriture de scripts et de plug-ins avec Maya et Python ou C++.
  • Expérience de Houdini.

Additional Information

What we offer:

  • Benefit package 100% paid by PCF. The insurance company reimburses 100% of claims (Up to $1000 per service a year, as well as individual family coverage).
  • Full Dental coverage, including major dental.
  • 4% RRSP matching before tax deductions, 100% vested on day 1.
  • Paid week off during Winter Holidays.
  • 20 paid vacation days and 5 paid sick days.
  • Free virtual health and mental well-being sessions are included in the plan for members and their dependents.
  • A competitive salary and performance-based annual bonuses.
  • Personal development opportunities and ability to work in a global environment.
  • Work in a creative team with people full of passion for what they do.

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Ce que nous offrons:

  • Un ensemble d’avantages sociaux payés à 100 % par PCF. La compagnie d’assurance rembourse les réclamations à 100 % (jusqu’à 1000 $ de services par année, en plus d’une couverture familiale ou individuelle).
  • Une couverture dentaire complète, y compris les soins dentaires.
  • La cotisation égale au REER à hauteur de 4 % avant déductions fiscales, 100 % acquis dès le premier jour.
  • Une semaine de congé payé pendant les vacances d’hiver.
  • 20 jours de congé payé et 5 jours de congé de maladie payé.
  • Des séances gratuites de soins virtuels de santé et de bien-être mental, incluses dans le régime pour les membres et leurs personnes à charge.
  • Un salaire compétitif et des primes annuelles basées sur le rendement.
  • Des occasions de développement personnel et la possibilité d’œuvrer dans un environnement mondial.
  • L’occasion de travailler au sein d’une équipe créative avec des personnes passionnées par ce qu’elles font.

We are committed to an inclusive and diverse work culture. PCF is an equal opportunity employer. We do not discriminate based on race, color, ethnicity, ancestry, national origin, religion, sex, gender, gender identity, gender expression, sexual orientation, age, disability, genetic information, marital status or any legally protected status.

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About The Company

People Can Fly is a global video game development company operating in Poland, the UK and North America.


We are one of the leading Unreal Engine studios in the industry.


Established in 2002, PCF made its mark on the shooter genre. The studio is known for titles such as Bulletstorm: Full Clip (launched on April 7, 2017), Gears of War: Judgment (published in 2013) and Bulletstorm (an original, Unreal Engine 3-powered onslaught of ‘kill with skill’ gameplay and blockbuster moments published in 2011) and award-winning Painkiller (launched in 2004).


People Can Fly's new RPG shooter Outriders is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, PC, Google Stadia and Nvidia GeForce Now.


People Can Fly studio is currently working on several exciting titles: Gemini is our new project being developed with Square Enix; Bifrost, Victoria and Dagger are projects we're growing in the self-publishing model. We also have one project in the concept phase – Red; as well as two projects in VR technology – Green Hell VR and Thunder - a new project based on one of the IPs from the Group’s portfolio.


SPREAD YOUR WINGS IN THE GAMEDEV INDUSTRY WITH PEOPLE CAN FLY.

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