Technical Artist

2 weeks ago


Toronto, Canada Ubisoft Toronto Full time

Job reference
- 743999859314181_crt:1672675425773
- Company Name
- Ubisoft Toronto
- Salary
- Competitive
- Location
- Toronto, Canada
- Country
- Canada
- Industry sector
- Art
- Job start date
- ASAP
- Posted date
- 02/01/2023
- Experience Level
- Mid-Senior Level
- Job type
- Permanent | Full Time
- Remote / Hybrid
- No

**Company Description**

Ubisoft Toronto Inc.

224 Wallace Avenue. M6H 1V7

Toronto, Ontario

Location of position: Toronto, Ontario

**Our Mission**

Ubisoft's 19,000 team members, working across more than 40 locations worldwide, are bound by a joint mission to enrich players' lives with original and memorable gaming experiences. Their dedication 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 who believes diverse backgrounds and perspectives are vital in creating worlds where 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.

**Our Studio**

Ubisoft Toronto is one of the largest development studios within Ubisoft, employing talented developers from around the world. We create worlds and tell stories that grip you, inspire you and challenge you. Since opening in 2010, we have shipped innovative game projects on some of Ubisoft's biggest brands: Assassin's Creed, Far Cry, Watch Dogs, For Honor and Tom Clancy's Splinter Cell.

Most recently, we launched Far Cry 6, the most ambitious Far Cry game to date, featuring the talented Giancarlo Esposito as Anton Castillo. Our studio has also led the development of the newest game in the Watch Dogs franchise - Watch Dogs: Legion (2020), a stand out for its tech and design work, play as anyone gameplay in an open world, and rich and detailed rendition of a future London. Starlink: Battle for Atlas (2018) was Ubisoft Toronto's first new IP, using technology that seamlessly blended physical and digital gameplay. Splinter Cell Blacklist was the first title released by Ubisoft Toronto in 2013. We have an exciting roadmap of projects for the future and can't wait to share more details.

Are you looking to work with enthusiastic experts who are tackling industry-changing challenges in entertainment and beyond? At Ubisoft Toronto, we are always striving to get better, be better and do better - embracing innovative ideas, exploring new technologies, and working together courageously and collaboratively.

**On being a Technical Artist at Ubisoft Toronto**

As a Technical Artist at UbiTO, you know you've done your job when the feature your team has created for a game is visually stunning while maintaining its cutting-edge performance. You strive to exceed players' expectations of a AAA game.

To achieve this, you bridge the worlds of the artist and the programmer, acting as an interpreter and problem-solver. Because of you, the two collaborate cohesively and efficiently, on budget and on deadline, using the most appropriate tools and pipelines. You ensure assets can be rendered without compromising the artistic vision, on the one hand, or busting your memory budget on the other, setting benchmarks for your feature as you go along. You are the team's hybrid specialist, speaking both from the heart and the mind, with your eye on AAA quality.

You are in the vanguard of your field; your curious and passionate nature sees you investigating, creating and implementing new techniques that will drive your team's feature to the forefront of the videogame industry and set new standards. As such, you're a seasoned instructor and enjoy sharing your knowledge and expertise.

**The daily life of a Technical Artist at Ubisoft Toronto**:

- In the early stages of production, you will:

- Establish quick, efficient and clear pipelines;
- Prepare coherent documentation for pipelines, tools and procedures;
- Do benchmarking for your features through research and testing;
- Prototype features and provide transparent accounts of their performance;
- Work on creating asset banks (such as textures).
- During production and its later stages, you will also:

- Ensure coworkers adhere to procedures and standards you've established;
- Update documentation;
- Fix performance bugs and polish your feature.
- Train coworkers and support them.

**Qualifications**

**What it takes to make it**:

- A college diploma in videogame modelling or equivalent
- 5 years of experience as a modeller or artist in the videogame industry
- Experience developing for consoles-at least two full production cycles
- Experience with software such as 3ds Max, Photoshop, or Substance Designer
- Scripting knowledge (C#, JavaScript, maxscript) is an asset
- You wear-and enjoy wearing-many hats, including artist, programmer, diplomat, teacher, communicator, leader, supporter,


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