[Elsewhere] Procedural Technical Artist (Senior or Above)

We’re looking for a Procedural Technical Artist to join us at Elsewhere Entertainment in Malmo, Sweden or Warsaw, Poland or for very senior candidates WFH within European time zones. You can reach out to me directly, if interested.

You’ll help us by…

  • Driving next-generation procedural content creation workflows for our art team, targeting asset construction, terrain, vegetation, buildings, VFX, and more.

  • Collaborating with artists and engineers to deliver innovative solutions for realizing our artistic vision in terms of quality, variety, and scale.

  • Actively participating in maintaining technical asset production considerations such as efficiency, iteration times, performance/memory budgets, etc.

  • Anticipating challenges and risks and implementing innovative and preventative solutions.

You’re awesome because you have…

  • 4+ years of professional experience in the games industry working in technical art or closely related areas.

  • Hands-on experience with driving procedural workflows at scale (e.g. using Houdini and/or other solutions). For example, procedural generation of heightfields, generation of 3d models, placement, destruction, and/or simulation.

  • Strong grasp of visual aesthetics (form, color, texture, composition).

  • Comprehensive understanding of one or more scripting languages: Python, JavaScript, VEX, etc.

  • Knowledge and understanding of memory and performance impact from a content creation perspective.

  • In-depth understanding of game engines, pipelines, and processes.

  • Creativity in problem solving and a positive, respectful team-first attitude.

  • Organization methods and the capability to meet agreed timelines.

Bonus points for…

  • Experience working on AAA titles. Special preference for shipped titles with high visual fidelity and/or large content variety.

  • Proven leadership or managerial experience.

  • Professional programming experience, especially using C++ or shader languages.

  • Experience with compute shaders for fluid simulation and similar.

  • Knowledge of Niagara (Unreal) or VFX Graph (Unity).

  • Experience with machine learning.

  • Experience with OpenUSD as a format and SDK.

  • Experience working with consoles.

  • Enjoyment of playing a variety of video game genres and titles.

My name is Denis Trufanov, Procedural / Technical Artist based in Teplice. For the last years I’ve been working mainly with Unreal Engine + Houdini, building tools and pipelines for procedural content and environment generation. I also publish assets on the Unreal Marketplace (FAB) and previously created a mobile game, RoadSmash, with over 30M downloads.

I’d be glad to bring this experience into your future projects.

Best regards,
Denis
:link: Unreal Marketplace\FAB

:link: Website

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