We’re looking for a Shaders, Rendering and Material 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…
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Driving next-generation shaders, materials and special effects, including asset creation pipelines and workflow.
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Collaborating with artists and engineers to deliver innovative ways of realizing our artistic vision in terms of quality, scale, and performance.
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Actively participating in maintaining technical asset production in terms of consistency, scalability, performance, and reusability.
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Working closely with engineers and peers to maximize benefits of our next-gen rendering pipeline.
You’re awesome because you have…
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4+ years of experience as a Technical Artist in the games industry.
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Advanced expertise in real-time shader development HLSL/GLSL/Shader.
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Experience working with Graphs/Material Editors in Proprietary Game Engines, Unreal or Unity.
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Strong understanding of modern rendering pipelines, lighting, HDR, and post-processing effects.
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Solid grasp of PBR workflows and performance optimization techniques.
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Experience profiling and optimizing shaders and rendering performance across platforms.
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Ability to bridge the gap between art and engineering with clear communication and documentation.
Bonus points for…
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Experience working on AAA titles. Special preference for shipped titles with high visual fidelity and/or large content variety.
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Experience working with advanced rendering concepts: ray tracing, screen-space effects, compute shaders, meshlets, tessellation, …
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Proven leadership or managerial experience.
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Knowledge of Niagara (Unreal) or VFX Graph (Unity).
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Experience transferring materials/shaders between different workflows/DCCs/shader languages.
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Experience with machine learning.
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Experience with OpenUSD, MaterialX, and similar technologies.
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Experience working with consoles.
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Enjoyment of playing a variety of video game genres and titles.