Lead Technical Art (W/M/NB) [AAA Project]

Reposted 4 Days Ago
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Annecy, Haute-Savoie, Auvergne-Rhône-Alpes, FRA
In-Office
Senior level
Gaming
The Role
The Lead Technical Artist will oversee technical artistry, optimize content, contribute to asset development, support team goals, and maintain project vision, reporting to the Technical Director.
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 create the unknown!

Founded in 1996, Ubisoft Annecy has developed many sagas, especially on Splinter Cell, Assassin’s Creed®, while focusing on multiplayer online and social aspects, and also on concrete game mandates such as Tom Clancy’s: The Division 2® and Ghost Recon Wildlands. We are now proud to have developed our own IP, Steep and Riders Republic!

More recently, we are working on innovation with the creation of a technological expertise hub around the Snowdrop engine pipeline, for which we are focusing firstly on engine and graphics topics.

Located in one of the most dynamic regions of France, our Ubisoft studio is settled between lake and mountains, in the middle of Annecy, also known as the Venice of the Alps, 30 minutes away from Geneva International Airport. Having a studio with perpetual growth, we are focusing on our team members' commitment and team work. Our ambition relies on innovation and excellence with an ultimate purpose: our players' satisfaction!

Job Description

Reporting directly to the Technical Director, the Lead Technical Artist is responsible for research, innovation, and the technical quality of the production.

Your main responsibilities:

  • Act as a reference for the team in all things related to Technical Art and provide solutions to complex issues;
  • Optimize content to improve memory usage and performance;
  • Contribute to asset development and rendering (models, animations, textures) when needed;
  • Plan, prioritize, and set inspiring goals for your team throughout the year;
  • Provide your team with clear expectations and hold them accountable for key results;
  • Offer continuous and constructive feedback on team members’ performance and development, celebrating every success, big or small;
  • Communicate with impact and encourage open dialogue within the team;
  • Stay up to date with current and future graphic software and hardware trends and methodologies to anticipate tooling and workflow needs;
  • Contribute to the development of technology roadmaps tailored to the specific needs of the project;
  • Maintain a balance between the project's creative vision and technical constraints;
  • Identify potential risks and report them to upper management;

Qualifications

  • A solid experience as a Technical Artist, ideally on AAA or AA productions, ideally on a multiplayer shooter game.
  • You have worked on various world-building topics such as level art, lighting, props, level design, landscapes, water, etc;
  • You have strong technical skills in performance, optimization, and workflow;
  • You are proficient in at least one 3D modeling software (Blender, 3DS Max, Substance Designer, Maya, etc.);
  • You have solid scripting skills (Maxscript, Python, etc.); experience with node-based visual scripting languages is a plus;
  • You have significant experience with a game engine (Unreal Engine, Unity, proprietary engine, etc.) and a comprehensive understanding of realistic art workflows and pipelines;
  • You are versatile, with a solid understanding of world-building challenges, strong synthesis skills, and excellent interpersonal skills that enable you to work effectively in a team and communicate your ideas;
  • Your command of English allows you to work in an international environment and collaborate with non-French-speaking peers.

Additional Information

Check out this guide to help you with your application, and learn about our actions to encourage more diversity and inclusion.

Skills Required

  • Experience as a Technical Artist on AAA or AA productions
  • Proficiency in a 3D modeling software (Blender, 3DS Max, Maya)
  • Strong scripting skills (Maxscript, Python)
  • Experience with game engines (Unreal Engine, Unity)

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
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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