Technical Artist: Mobile Game Art & Pipeline Innovator

Modmacon Pvt Ltd

Barcelona

On-site

EUR 40,000 - 70,000

Full time

14 days+

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Benefits offered by this job

Creative Growth
Competitive Compensation
Dynamic Work Culture
Industry Exposure

Job summary

Modmacon Pvt Ltd in Barcelona is seeking a Technical Artist to bridge art and programming, ensuring visuals are implemented efficiently and perform optimally across mobile platforms. You will collaborate with artists and developers to solve technical challenges while preserving the game’s creative vision.

Responsibilities include designing and improving pipelines, asset optimization for technical limits, Unity or proprietary engine integration, shader writing in HLSL/GLSL, tooling to aid

Qualifications

  • Experience bridging art and programming within game development.
  • Proficient with Unity or similar game engines.
  • Strong knowledge of Maya and lookdev workflows.
  • Experience scripting with C#, Python, and MEL.
  • Shader programming knowledge (HLSL/GLSL) and lightmap workflows.

Responsibilities

  • Bridge art and programming across the game development pipeline.
  • Design, build, and optimize pipelines to support production.
  • Optimize assets for technical requirements without sacrificing art quality.
  • Integrate assets in Unity or proprietary engines; write shaders.
  • Prototype and test tools to aid artists and streamline workflows.
  • Assist QA to ensure assets are bug-free and shippable.

Skills

Creative problem solving
Game engines experience
DCCs like Maya
Rigging basics
Vector math
Organizational skills

Tools

Unity
Maya
Git
Perforce
C#
Python
MEL
HLSL/GLSL

Job description

Modmacon Pvt Ltd in Barcelona is seeking a Technical Artist to bridge art and programming, ensuring visuals are implemented efficiently and perform optimally across mobile platforms. You will collaborate with artists and developers to solve technical challenges while preserving the game’s creative vision.

Responsibilities include designing and improving pipelines, asset optimization for technical limits, Unity or proprietary engine integration, shader writing in HLSL/GLSL, tooling to aid

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