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Gameloft

Mobile game developer and freemium publisher

Technical Artist

Art, Graphics & AnimationConfirmed live in the last 24 hours
Full-timeMontreal, QC, CanadaNo salary listed

About the Job

Requirements

  • Experience contributing to an art pipeline on a shipped project.
  • Experience shipping on at least one console platform (Nintendo Switch, PS5, or Xbox Series) and hands-on experience with platform-specific memory and shader constraints.
  • Proficiency with Git and SVN, and comfort with merge-request-based workflows.
  • Strong proficiency with Unity (URP), including hands-on experience with rendering, asset pipelines, profiling, and debugging.
  • Proficiency in C# for editor tooling, including custom inspectors, validators, and batch processors.
  • Experience writing or maintaining asset validation tools.
  • Comfort working with import presets and platform overrides, including texture and mesh compression.
  • Experience writing scripts in at least one of 3ds Max, Blender, or Maya for exporters, batch tools, validation, or scene cleanup.
  • Familiarity with Substance 3D Painter/Designer workflows.
  • Solid HLSL experience in URP, including custom lit/unlit shaders and shader keywords.
  • Comfort using Shader Graph and understanding when handwritten HLSL is a better option.
  • Good understanding of physically based rendering (PBR), color spaces, and lighting behavior across platforms.
  • Experience debugging shader issues across platforms.
  • Hands-on experience with GPU profiling and debugging tools such as Unity Frame Debugger and Nsight, and ability to read a frame capture to identify common GPU bottlenecks including draw calls, fill rate, and shader costs.
  • Experience working with per-asset and per-scene budgets, including triangles, texel density, material count, overdraw, and memory, and helping enforce them.
  • Experience writing and maintaining technical art documentation, including Art Bible sections and pipeline guides.
  • Comfort guiding artists on technical best practices and reviewing their work for pipeline compliance.
  • Comfort serving as the first point of contact for artists encountering engine issues.
  • Ability to scope a pipeline feature request, write a short specification, estimate it, and deliver it.

Responsibilities

  • Monitor and maintain the art asset pipeline, and catch issues before they reach a build.
  • Write and maintain digital content creation tools that enforce naming conventions, triangle budgets, UV layouts, and related standards.
  • Author and maintain engine-side import settings for models, texture compression, and other asset settings.
  • Establish per-asset budgets, such as triangle count, texel density, and material count, by scene or asset class, and audit new asset submissions against them.
  • Profile builds on target hardware and translate findings into actionable steps.
  • Optimize specific assets when needed.
  • Work with graphics programmers to author and maintain the project shader library using Shader Graph and HLSL.
  • Collaborate with the Art Director to prototype visual effects and work with the art team to integrate them into the project.
  • Investigate and fix material and shader bugs, including depth and sorting artifacts, tiling artifacts, and incorrect PBR response.
  • Validate material setups across lighting conditions and target platforms.
  • Write and maintain the technical sections of the Art Bible, including naming conventions, export specifications, texture formats, folder structure, and optimization considerations.
  • Onboard new artists to pipeline tools and enforce standards.
  • Own first-response triage for art-to-engine issues.
  • Scope and specify new art pipeline requests and features.
  • Evaluate and recommend new tools, plugins, and pipeline upgrades.

Desired Qualifications

  • Experience supporting rigging and animation pipelines through troubleshooting and content review.
  • Experience supporting visual effects through troubleshooting, optimization, and content review.
  • Familiarity with Houdini, including procedural pipelines and HDAs, or other procedural content tools.
  • Experience with compute shaders, including grass or particle systems, GPU instancing, and indirect draw.
  • Experience with lighting pipelines, including light probes, baking workflows, and probe authoring tools.
  • Familiarity with Jira and Confluence for issue triage and pipeline documentation.
  • Previous experience as an artist before moving into technical art.

About the Company

Gameloft

Mobile game developer and freemium publisher

Gameloft creates and publishes mobile games for players worldwide, including both original titles and licensed games from brands like Disney, Marvel, and Lego. Its games run on smartphones and feature phones and are distributed through app stores such as the Apple App Store and Google Play Store. The company mainly uses a free-to-play model, earning money through in-app purchases and in-game ads. Its goal is to grow its catalog of mobile games and reach more players globally by leveraging licensing partnerships and its relationship with Vivendi.

Company size
1,001-5,000
Company stage
IPO
Headquarters
Paris, France
Founded
1999

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