Technical Artist
1 week ago
**Technical Artist - Shaders**
**FULL-TIME | B.C. OR ALBERTA**
**Humanoid Studios **is a new videogame company founded on the axiom that creative freedom and independence lead to better, more innovative games. We believe in the power of small, agile teams, and a flat organizational structure, where everyone is empowered to make decisions and help drive the project vision.
We are a Canadian company with offices in Kelowna, B.C., and Edmonton, Alberta. We offer a flexible work environment combining from-home, in-office, and fully remote work - as well as industry-leading compensation and benefits. By joining Humanoid, you will be welcomed into a diverse team of talented developers creating an immersive new universe of story, character, and discovery.
**Role Description**
As a shader and material focused Technical Artist at Humanoid, you will work with the Art Director, artists, technical artists, and programmers to build and maintain state of the art material systems and pipelines for the game. Initial work will be in support of pre-production, prototyping, and initial look development of unique shaders and foundational material systems within Unreal 5. In production, you will work closely with technical and production artists to ensure that all aspects of in-engine and DCC side materials are executing towards our highest visual standards while supporting larger technical art initiatives such as optimization, tools, and workflow improvements.
As part of our flexible location model, this role can be fully work-from-home, or per your preference, can transition to partially or mostly in-office either in B.C. or Alberta.
**Responsibilities**
- Assist with defining and achieving the final render quality through a keen eye for advanced and detailed materials, lighting, and overall scene composition
- Build and maintain full material systems for environments, characters, and props
- Create, document, and share material creation and usage best practices
- Actively mentor creative and technical abilities of team members
- Work with production artists to build, organize, and maintain a robust and performant material library
- Support or lead the creation of procedural material and shading techniques where necessary
- Remain current with new and innovative technologies, proactively incorporating and improving pipelines and processes
**Qualifications**:
- 5+ years’ experience with multiple completed professional projects as a technical artist or director in games
- A high level of experience in Unreal 4/5
- Experience with skin, eye, and hair shading and rendering with metahumans a plus
- Experience working with Quixel Megascans and other photogrammetry-derived assets
- Strong understanding of offline and real time material creation techniques
- The ability to explicitly define and communicate solutions to complex artistic and technical problems
- Able to profile and optimize memory and GPU performance, particularly where it pertains to materials
- Strong scripting experience in Python is required, HLSL knowledge is a plus
- Self-motivated, with proactive communication skills and the ability to collaborate well with team members of all development disciplines
- A passion for utilizing art as a storytelling medium to build compelling worlds
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