Technical Artist

Category: Other
Company: Epic Games
Location: Cary (United States)
Start Date: immediately

Job Description

Would you like to work at a game company where tools are a primary focus, the tools team is world class, and is always looking to improve the engine?  Work with a team that consistently ships multi-million unit selling games? And be a part of creating something Epic?  If you answered yes to any of those questions we would like to talk to you about joining our team, where everything we do is Epic.


Epic Games is searching for an experienced Technical Artist to work on multiple new and existing IP's across multiple platforms.  You should have a combination of strong creative/visual aesthetics and technical knowledge (the job is roughly a 50/50 split in these areas).  You should also be experienced in every aspect of the content creation pipeline, as well as be able to think outside the box to come up with techniques that work better or faster. Your goal will be to attack the more complex issues that arise when we push the technology envelope, both in production on current hardware, and prototyping for next-generation hardware.

  • Extensive experience working the Unreal Engine
  • Experience in all aspects of creating game content inside 3ds Max
  • Experience with various software packages including Photoshop, Zbrush/Mudbox
  • Max Scripting and HLSL or shader programming experience is a plus
  • Experience communicating on a technical level with programmers, while working patiently with artists on technical hurdles they encounter



Expected Tasks

  • Material Creation
    • Making materials for characters, environment assets, effects etc, anything that is overly complex or technical
  • Environment Polish
    • Reviewing levels where fog, lighting, colorgrading and fx are tweaked and new features are added
  • Optimization
    • Use diagnostic tools to examine current content and identify areas for improvement
  • Tool Development
    • Work with programmers on developing new features
    • Mock up features in external programs or tweak shader code, give feedback to programmers, and experiment with features as they add them
    • Not only will you be working to improve the current art pipeline of the Unreal Engine, but you will also be involved in the development of that pipeline, for future versions of the Unreal Engine
  • Content creation
    • Sometimes the best way to get the job done is to create new assets -- modeling and texturing experience are preferred, but all content creation skills will come in handy
Created on the 21-10-2013
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