Senior Tech Artist — Unreal Pipeline Architect

Gameloft Inc.

Paris

Hybride

EUR 65 000 - 90 000

Plein temps

14 jours+

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Résumé du poste

Gameloft's Paris studio seeks a Senior Tech Artist to lay the foundations of a structured Tech Art discipline. You will own the pipeline across Blender, Houdini, 3DS Max/Maya and Unreal, document it, and scale it for a growing production. You will mentor team members and ensure cross-team alignment.

You will optimize Unreal rendering and contribute shader work using HLSL and the Material Editor. You will report to the Tech Team Lead and help establish a Paris-based Tech Art group as the studio

Qualifications

  • Mastery of Houdini and Blender.
  • Solid Python scripting skills.
  • Strong knowledge of the Unreal Engine asset pipeline.
  • Knowledge of UE rendering and graphics pipeline: Blueprints, Material Editor, Niagara (VFX), Sequencer.
  • HLSL and Material Editor mastery for shader authoring.
  • Ability to identify and prioritize technical bottlenecks (rendering performance, memory).
  • Proven experience in management and mentoring.
  • Professional French and English (English is increasingly used day-to-day).

Responsabilités

  • Tech Art pipeline ownership: you own the asset pipeline across Blender, Houdini, 3DSMax/Maya and Unreal; document and scale it.
  • Team mentoring: you mentor one Tech Artist and support ramp-up on UE, JIRA task management, prioritization and follow-up.
  • Cross-team alignment: you align Tech and Art teams on a shared pipeline with daily collaboration among Gameplay, Tech, Design and Art teams.
  • Rendering & memory performance: you identify bottlenecks in Unreal, prioritize fixes, and produce reporting via Unreal Insights.
  • Shader authoring: you write HLSL shaders and work in Unreal’s Material Editor, Niagara (VFX) and Sequencer.

Connaissances

Houdini
Blender
Python scripting
Unreal asset pipeline
UE rendering
HLSL shader authoring

Outils

Unreal Engine
Blueprints
Material Editor
Niagara (VFX)
Sequencer
Unreal Insights
3DS Max/Maya

Description du poste

The Paris studio has never had a structured Tech Art function. Graphics development on Unreal Engine currently relies on scattered skills, with no real pipeline and no clear ownership. You will be the first Senior Tech Art to lay the foundations: building a robust pipeline around Houdini and Blender, integrating it cleanly into Unreal, and growing our actual Tech Artist. In short, you turn a function that isn't structured enought today into a recognized discipline within the studio, on a new starting production.

What it means on a daily basis

  • Tech Art pipeline ownership: you own the asset pipeline across Blender, Houdini, 3DSmax/Maya and Unreal. You industrialize it, document it, and make it scalable.
  • Team mentoring: you mentorone Tech Art people and support her ramp-up on UE, JIRA task management, prioritization and follow-up.
  • Cross-team alignment: you align Tech and Art teams on a shared pipeline. Daily collaboration with Gameplay, Tech, Design and Art teams
  • Rendering & memory performance: you identify bottlenecks in Unreal, prioritize fixes, and produce reporting via Unreal Insights to back up technical choices.
  • Shader authoring: you write HLSL shaders and work in Unreal’s Material Editor, Niagara (VFX) and Sequencer.

What success will look like

By the end of the probation period: you are autonomous on Unreal, you produce performance reporting and documentation through UE Insights to justify technical decisions, and in-game rendering metrics hit their targets.

At 12 months: a real pipeline built around Houdini is in place, operational, and adopted by both Art and Tech teams.

Who you would be working with

You report to our Tech Team Lead. You may mentor one Tech Artist and collaborate with all the over disciplines leads. You sit at the heart of a Paris-based Tech team in active structuring on our new game pre production.

Where this role can take you

This role is foundational: you build the Tech Art discipline in Paris from a blank page. Possible evolutions follow naturally from that structuring trajectory — broader scope, increased seniority across other Gameloft productions, or expanded management responsibility as the Tech Art team grows around you.

Qualifications

What you need to succeed

  • Mastery of Houdini and Blender
  • Solid Python scripting skills
  • Strong knowledge of the Unreal Engine asset pipeline
  • Knowledge of UE rendering and graphics pipeline: Blueprints, Material Editor, Niagara (VFX), Sequencer, Unreal Insights
  • HLSL and Material Editor mastery for shader authoring
  • Ability to identify and prioritize technical bottlenecks (rendering performance, memory)
  • Proven experience in management and mentoring
  • Professional French and English (English is increasingly used day-to-day)

Who you are

  • Diplomatic: you navigate between Tech and Art teams with different cultures and build consensus
  • Synthetic: you can boil down a complex technical problem into something any stakeholder can grasp
  • Autonomous and structured: you manage your own time, you arbitrate between urgent and important without being told

A builder: the idea of laying the foundations of a discipline rather than joining an already-established setup genuinely appeals to you

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