Technical Artist building Unity pipelines, tools, and shaders for Gameloft’s Disney Dreamlight Valley. Optimizing cross-platform assets for PC and console performance.
Responsibilities
Design tools and develop an optimal graphics production pipeline for existing and upcoming game content
Monitor and maintain the art asset pipeline and catch issues before they reach a build
Develop and maintain DCC tools enforcing naming conventions, triangle budgets, and UV layouts
Author and maintain engine-side import settings for models and texture compression
Establish and audit per-asset and per-scene performance budgets
Profile builds on target hardware and translate findings into actionable steps
Optimize assets when needed
Author and maintain the project shader library using Shader Graph and HLSL
Prototype visual effects with the Art Director and integrate them with the art team
Investigate and fix material and shader bugs
Validate materials across lighting conditions and target platforms
Maintain technical sections of the Art Bible and pipeline guides
Onboard artists to pipeline tools and enforce standards
Triage art-to-engine integration issues
Scope and specify new art pipeline features
Evaluate and recommend tools, plugins, and pipeline upgrades
Requirements
Experience contributing to an art pipeline on a shipped project
Experience shipping on at least one console platform: Nintendo Switch™, PS5®, or Xbox Series
Hands-on experience with platform-specific memory and shader constraints
Proficiency with Git and SVN and merge-request-based workflows
Strong Unity proficiency (URP), including rendering, asset pipeline, profiling, and debugging
Proficiency in C# for editor tooling, including custom inspectors, validators, and batch processors
Experience writing or maintaining asset validation tools
Experience with import presets and platform overrides, including texture and mesh compression
Scripting experience in 3ds Max, Blender, or Maya
Familiarity with Substance 3D Painter/Designer workflows
Solid HLSL experience in URP, including custom lit/unlit shaders and shader keywords
Proficiency with Shader Graph and understanding when handwritten HLSL is preferable
Understanding of PBR, color spaces, and cross-platform lighting behavior
Experience debugging shader issues across platforms
Experience with GPU profiling and debugging tools such as Unity Frame Debugger and Nsight
Ability to read frame captures and identify GPU bottlenecks
Experience with per-asset and per-scene budgets for triangles, texel density, material count, overdraw, and memory
Experience writing and maintaining technical art documentation
Ability to guide artists on technical best practices and review pipeline compliance
Ability to serve as the first point of contact for artists with engine issues
Ability to scope, specify, estimate, and deliver pipeline feature requests
Benefits
Flexible schedule
Friday afternoons off year-round
Three weeks of vacation and personal days, available from your start date
Time off between Christmas and New Year’s Day
Group RRSP program with employer contributions
Excellent group insurance plan
Free 24/7 access to a virtual medical clinic
Employee and Family Assistance Program
Partial reimbursement of commuting costs for public transit and/or parking
Relocation support for new employees from outside Quebec
Referral program with bonuses
Regular activities and prizes organized by the Social Committee
Secure bike storage and a summer active transportation subsidy
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