Technical Artist
5 months ago
Frostbite is EA’s proprietary game engine that comes equipped with tons of tools and technologies designed to build incredible games. Our in-house engine offers the unique ability to adapt to each game while working hand-in-hand to prioritize what to build. Our goal is to empower creators all over the world to bring their best ideas to life by creating an engine that amplifies innovation across every discipline.
Learn More
As a Technical Artist for the Frostbite Quality Engineering team, you will report to the Technical Art Director of Frostbite Partner Experience. You will work with software engineers and other technical artists to ensure that our game team partners are getting production solutions of the highest quality. You will become an expert in multiple engine systems. You will create the assets required to verify their functionality and performance according to game use cases. Our team promotes a culture of learning, innovation, continuous improvement and sustainable development.
**What we're looking for**
You are a Technical Artist with a technical understanding of game engine pipelines and development issues. You understand the general workflows of most game systems, focused around rendering, characters, performance, asset management and world building solutions. You're comfortable working with a team of engineers to help solve complex issues that maintain the growth of real-time engine development.
**You Will**
- Collaborate with game teams and other technical artists to create test assets representative of how Frostbite is used in games.
- Work with Frostbite Quality Engineering technical leads and engineers to maintain our test assets, enabling reliable regression and performance & memory tracking.
- Identify and upgrade game assets to latest Frostbite features as they become available.
- Join the larger EA technical art community.
- Identify opportunities for your own and the team's skills development.
**You Will Need**
- A developer's understanding of game engine systems, and an artist's perspective on content tools and workflows.
- 3+ years of experience with existing real-time game engine workflows (e.g. for Frostbite, Unreal, or Unity).
- Effective at communicating with different audiences: artists, engineers, and managers.
- Proficiency in Python and C# (C++ is a bonus but not required).
- Experience with Digital Content Creation (DCC) tools like such as Maya, Houdini, Substance, Blender, or Photoshop.
- Experience debugging technical issues, and documenting issues and outcomes.
- BC COMPENSATION AND BENEFITS
- The base salary ranges listed below are for the defined geographic market pay zones in these locations. If you reside outside of these locations, a recruiter will advise on the base salary range and benefits for your specific location.- BASE SALARY RANGES
- British Columbia (depending on location e.g. Vancouver vs. Victoria):
- º $77,600 - $119,000 CAN Annually
- Base salary is just one part of the overall compensation at EA. We also offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, paid top-up to EI/QPIP benefits up to 100% of base salary when you welcome a new child (12 weeks for maternity, and 4 weeks for parental/adoption leave), extended health/dental/vision coverage, life insurance, disability insurance, retirement plan to regular full-time employees. Certain roles may also be eligible for bonus and equity.We are a global team of creators, storytellers, technologists, experience originators, innovators and so much more. We believe amazing games and experiences start with teams as diverse as the players and communities we serve. At Electronic Arts, the only limit is your imagination.
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