Special Effects Artist

Posted 22 Days Ago
Be an Early Applicant
Montréal, QC, CAN
In-Office
Senior level
Gaming
The Role
Create, integrate, optimize and validate high-quality real-time special effects for games. Collaborate with designers, TDs and programmers to adapt pipelines, build tools, meet performance/memory budgets, fix bugs, and ensure accessibility and artistic direction are met throughout production.
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!

Job Description

As a Special Effects Artist at Ubisoft Montreal, you will create and integrate high-quality special effects, in keeping with the creative direction, technological constraints and production deadlines.  

What you'll do (Tasks):

  • Understand the game design documents and artistic direction to comprehend the creative direction and have an overall idea of the sign off features; 
  • Find reference images and videos of the intended effects and validate these references with the artistic director; 
  • See with the graphic design TD if the intended special effects can be created in the engine and suggest alternatives or development options (ex: tools) whenever necessary;  
  • Collaborate with the DT to adapt the pipeline to ensure that it fosters the production of the special effects and determine memory and performance budgets; 
  • Work in collaboration with programmers to develop adapted tools to meet special effects requirements; 
  • Use available tools (particle systems, modelling, texturing, etc.) to create the special effects requested by the artistic team and integrate these effects into the engine; 
  • Validate the quality of the effects once they are imported into the game and make any necessary changes in an effort to maximize the user experience; 
  • Optimize the special effects on an ongoing basis and account for modifications and technological constraints throughout the project to ensure that the special effects remain of high quality; 
  • Foster game accessibility by adapting the various special effects based on comments from the game design team before, during and after the creation of the special effects; 
  • Fix the bugs entered by testers and other working units; 
  • Communicate with other working units to help members integrate special effects by providing reference documents and other types of support; 
  • Carry out all other related tasks. 

Qualifications

What you bring to the team (Skills and Knowledge):

  • Attention to detail; 
  • Sense of initiative and proactivity; 
  • Ability to accept feedback and adapt to change; 
  • Ability to work under pressure; 
  • Originality and resourcefulness in problem-solving; 
  • Knowledge and interest in programming languages an asset (e.g. Max Script); 
  • Knowledge of game editors (e.g. Unreal); 
  • Knowledge of compositionning software (e.g. After Effects, Illustrator, Houdini, Toxic, etc.). 

Training:

  • College diploma in a video game-related field, bachelor’s degree in special effects/film or any other relevant training. 

Relevant Experience:

  • Minimum 5 years’ experience in creating special effects for video games, including the design, integration, and optimization of real-time effects within a game engine.

Skills Required

  • Minimum 5 years' experience creating special effects for video games, including design, integration, and real-time optimization within a game engine.
  • College diploma in a video game-related field, bachelor's degree in special effects/film, or other relevant training.
  • Knowledge of game editors (e.g., Unreal Engine).
  • Knowledge of compositing/creative software (e.g., After Effects, Adobe Illustrator, Houdini, Toxic).
  • Experience using particle systems, 3D modelling and texturing for VFX and integrating effects into engines.
  • Ability to collaborate with programmers and technical directors to adapt pipelines and develop tools.
  • Knowledge or interest in programming languages (e.g., MaxScript).
  • Attention to detail, initiative, ability to accept feedback, adapt to change, work under pressure, and solve problems resourcefully.

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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