Magnopus

Technical Artist (Virtual Art Department)

Magnopus$91K — $159K *
Media
Less than 5 years of experience
Job Overview by Ladders

Qualifications

  • Expert in industry-standard DCC tools (Maya, Max, Blender, Substance, Photoshop) for 2D and 3D asset creation.
  • Proficiency in Unreal Engine, focused on Blueprinting, lighting, rendering, and content integration.
  • Strong grasp of realtime performance constraints, capable of resolving performance bottlenecks.
  • Experience with photo-real PC projects and Virtual Production workflows, including color-managed pipelines.
  • Proficient in shader development (HLSL/GLSL) for optimizing visual quality in real-time environments.
  • Experience with version control systems (Perforce, Git) for managing work.
  • Skilled in writing clear technical documentation.

Responsibilities

  • Provide technical expertise and solutions to artists, animators, and riggers.
  • Collaborate across departments to improve quality and iteration efficiency.
  • Research and recommend tools and processes for project success.
  • Extract requirements from creative briefs independently.
  • Set performance and memory objectives, and establish testing methods.
  • Manage multiple tasks from planning through delivery.
  • Conduct performance reviews and thoroughly test work before submission.

Benefits

  • Support for professional development and skill enhancement.
  • Collaborative work environment with cross-departmental engagement.
  • Opportunities to propose solutions and influence project direction.
Full Job Description
Support the Virtual Art Department team on an exciting new project to deliver high-fidelity, photo-real Virtual Production projects in Unreal Engine, ensuring solid workflows that optimize iteration and smooth runtime performance.

Responsibilities

  • Provide technical expertise, advice, and solutions to artists, animators, and riggers as required.
  • Collaborate across departments and with management to devise comprehensive solutions for quality enhancement and iteration efficiency.
  • Research and suggest appropriate tools and processes for projects.
  • Independently extract well-defined requirements from creative and artistic briefs.
  • Set performance and memory objectives and establish testing methods.
  • Understand quality / performance trade-offs and develop solutions that maximize both.
  • Manage multiple concurrent tasks from planning to development and delivery.
  • Adhere to and contribute to technical art best practices, processes, pipelines and tools.
  • Conduct code and content performance reviews as needed.
  • Thoroughly test all work in builds before submission.
  • Identify potential risks associated with changes prior to submission to source control.
  • Understand roles in a scrum environment and assist in the definition of technical art tasks.
  • Attend daily standups, break down assigned tasks and provide estimates during sprint planning or other planning exercises
  • Proactively identify potential project challenges and propose feasible solutions.
  • Create and maintain comprehensive technical documentation as needed.


Required Qualifications

  • Expertise in industry-standard DCC tools (Maya, Max, Blender, Substance, Photoshop) to create 2D and 3D assets specifically for high-end realtime environments.
  • Proficiency in Unreal Engine, including Blueprinting and deep experience with lighting, rendering, and content integration for Virtual Production pipelines.
  • Strong understanding of realtime performance constraints, with the ability to identify and resolve bottlenecks within Unreal to maintain high frame rates on target devices.
  • Past experience working on photo-real PC projects and Virtual Production workflows, including color-managed pipelines (ACES/OCIO) and HDR rendering.
  • Strong proficiency in shader development (HLSL/GLSL) to optimize visual quality while adhering to strict realtime performance objectives.
  • Proactive in preempting and addressing performance limitations on target devices.
  • Proficient in using performance tools within the engine and on devices to identify performance bottlenecks.
  • Proficient working with version control for all work (Perforce, git or other), including work in progress.
  • Experience writing and editing clear technical documentation.
  • Strong proficiency in creating and optimising through the development of shaders, with a deep understanding of HLSL or GLSL.
  • Capable of planning, designing and implementing solutions to a broad range of technical art problems.
  • Able to communicate technical issues to non-technical team members.
  • A passion and willingness to explore new skills and techniques for themselves and any assigned mentees.


$3,500 - $6,150 biweekly

Compensation is paid on a bi-weekly basis.

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