Expert Technical Artist - Shader (F/H/NB)

Posted 3 Days Ago
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Annecy, Haute-Savoie, Auvergne-Rhône-Alpes, FRA
In-Office
Entry level
Gaming
The Role
Technical Artist specializing in shaders supports VFX production by developing and maintaining shaders, materials, and complex visual effects. The role optimizes PC and console performance, monitors technical constraints, improves pipelines and workflows, researches new rendering solutions, and collaborates with artists, technical directors, QA, and engineering teams to deliver high-quality visuals efficiently.
Summary Generated by Built In
Company Description

Ubisoft is a global leader in gaming with teams across the world creating original and memorable gaming experiences, from Assassin’s Creed, Rainbow Six, to Just Dance and more. We believe diverse perspectives help both players and teams thrive. If you’re passionate about innovation and pushing entertainment boundaries, join our journey and help us create the unknown ! 

Job Description

YOUR DAILY ADVENTURE

The Technical Artist works with their lead to improve the function, stability, scalability, user experience and performance of the shaders and material pipelines.  They are gatekeepers of budgets and technical constraints with a focus on shaders, graphics and rendering with which they are expected to inform and guide the team. This is a key support role to provide the best tools and solutions for production. 

Responsibilities

  • Support the VFX team in implementing visual effects, ensure there are no regressions when optimising, propose improvements, and create tutorials. Provide technical solutions to artistic requirements by collaborating with GPP teams on how to achieve specific visual results
  • Produce and maintain shaders and complex VFX
  • Monitor and optimize performance: PC/Consoles profiling and optimization
  • Act as the gatekeeper of VFX constraints, pushing for top visual quality and performance working collaboratively with Art Leads, Technical Directors and QA
  • Pipeline: explore optimization opportunities and improve production workflows (evaluating new technologies that could be integrated into the engine when appropriate)
  • R&D: conduct tests and experimentation to propose new solutions and improvements.

 

    Qualifications

     

    • You’ve already worked in a Technical Artist capacity alongside a VFX team
    • You are comfortable with particle systems (GPU/CPU) constraints
    • You’ve been working on performance and monitoring on a multi-platform production
    • You have an aptitude for problem solving, decision making, collaboration & communication and have strong organizational skills
    • Shader development (any shader language or node base editor) has no secret for you
    • Experience, Knowledge and interest in multiple areas of game development:
      • Shaders
      • FX
      • Lighting
      • Rendering and Post Processes
      • HLSL
    • Experience with game editors and engines and with console development
    • Being resourceful in finding technical solutions for artistic needs 

    Additional Information

    Role based at the Annecy Studio
     

     

    Skills Required

    • Previous experience working as a Technical Artist alongside a VFX team
    • Experience with GPU and CPU particle system constraints
    • Experience with performance monitoring and optimization on a multiplatform production
    • Strong problem-solving, decision-making, collaboration, communication, and organizational skills
    • Shader development experience using a shader language or node-based editor
    • Knowledge or experience with shaders, visual effects, lighting, rendering, and post-processing
    • HLSL knowledge
    • Experience with game editors, game engines, and console development
    • Ability to develop technical solutions for artistic requirements

    Ubisoft Compensation & Benefits Highlights

    The following summarizes recurring compensation and benefits themes identified from responses generated by popular LLMs to common candidate questions about Ubisoft and has not been reviewed or approved by Ubisoft.

    • Healthcare Strength — Health coverage in the U.S. includes medical, dental, and vision options with HSA funding to cover the deductible, plus access to One Medical and a mental‑health program. Several studios also provide telemedicine and, in some regions, on‑site clinic services.
    • Leave & Time Off Breadth — Time off includes paid vacation, holidays, wellness time, volunteer PTO, and a sabbatical available after five years in the U.S. Canadian studios highlight six weeks of vacation and additional local days tied to occasions or seasonal reduced hours.
    • Parental & Family Support — Enhanced parental leave with salary top‑ups is emphasized in multiple regions, including Canada. In the U.S., a travel‑expense program supports access to reproductive healthcare when services are out of state.

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    The Company
    HQ: Montreuil
    21,450 Employees
    Year Founded: 1986

    What We Do

    Ubisoft’s 20,000 team members, working across more than 40 locations around the world, are bound by a common mission to enrich players’ lives with original and memorable gaming experiences. Their dedication and talent has brought to life many acclaimed franchises such as Assassin’s Creed, Far Cry, Watch Dogs, Just Dance, Rainbow Six, and many more to come. Ubisoft is an equal opportunity employer that believes diverse backgrounds and perspectives are key to creating worlds where both players and teams can thrive and express themselves.

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