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The Paris studio has never had a structured Tech Art function. Graphics development on Unreal Engine currently relies on scattered skills, with no real pipeline and no clear ownership. You will be the first Senior Tech Art to lay the foundations: building a robust pipeline around Houdini and Blender, integrating it cleanly into Unreal, and growing our actual Tech Artist. In short, you turn a function that isn't structured enought today into a recognized discipline within the studio, on a new starting production.
Job Responsibility
Build a robust pipeline around Houdini and Blender
Integrate pipeline cleanly into Unreal
Grow the actual Tech Artist
Own the asset pipeline across Blender, Houdini, 3DSmax/Maya and Unreal
Industrialize, document, and make it scalable
Mentor one Tech Art person
Support her ramp-up on UE, JIRA task management, prioritization and follow-up
Align Tech and Art teams on a shared pipeline
Collaborate daily with Gameplay, Tech, Design and Art teams
Identify bottlenecks in Unreal
Prioritize fixes
Produce reporting via Unreal Insights
Write HLSL shaders
Work in Unreal's Material Editor, Niagara (VFX) and Sequencer
Requirements
Mid-Senior Level experience
Tech Art pipeline ownership across Blender, Houdini, 3DSmax/Maya and Unreal
Industrialization, documentation, and scalability of asset pipeline
Mentoring one Tech Artist
Cross-team alignment with Tech and Art teams
Rendering & memory performance identification and prioritization
HLSL shader authoring
Unreal Engine Material Editor, Niagara (VFX), and Sequencer proficiency