As a Rendering Technical Artist (Contract) on the Singapore League of Legends PC Team, you’ll help bring the world of Runeterra and beyond to life through materials, lighting, and real-time rendering.
Responsibilities:
- Author, extend, and maintain real-time shaders and materials for League of Legends within a PBR-based rendering workflow, including reusable shader functions and shared material systems that scale across champions and skins.
- Apply strong PBR fundamentals across albedo, normal, roughness, metallic, ambient occlusion, emissive, lighting, and reflection-probe inputs, ensuring shader features account for the full material response rather than the diffuse channel in isolation.
- Collaborate directly with Art and Design to understand desired visual behaviors and art direction, and translate them into clear, achievable, and performant rendering solutions.
- Provide hands-on technical support to internal and external vendor artists, helping them author, integrate, and troubleshoot materials and shaders for Epic and Legendary skins.
- Validate assets across neutral lighting, around-game, and in-game environments and applicable quality levels, diagnosing issues involving lighting, shadows, material response, shader parameters, and texture inputs.
- Collaborate with engineering to manage in-game memory budgets, profile shader and rendering cost, and optimize game performance using tools such as RenderDoc or equivalent GPU-capture tools.
- Integrate visual assets from external vendors into the game engine using Perforce, working closely with the Art Director and Technical Art Manager to maintain quality and consistency.
- Create and maintain clear technical documentation—shader and material workflows, authoring standards, and best practices—and develop custom tools and scripts so artists can work more independently.
Required Qualifications:
- 4+ years of professional experience as a Technical Artist in game development or a related real-time graphics field.
- Demonstrated hands-on experience writing, debugging, and shipping shaders for a modern real-time, PBR-based game engine, with a strong understanding of how albedo, normal, roughness, metallic, ambient occlusion, lighting, and reflections combine to define surface response.
- Ability to read, write, and debug common real-time shader languages such as HLSL and GLSL, along with node-based shader graphs or comparable proprietary shader and material systems.
- Strong skills in modeling, shaders, texturing, and lighting for games, with an understanding of stylized, hand-painted content pipelines and how visual style, color, and lighting direction influence material and shader approaches.
- Proficiency in commercial or proprietary game engines (e.g. Unity/Unreal), with familiarity in performance profiling, GPU cost analysis, memory budgets, and optimization across a range of hardware.
- Strong technical writing skills, with experience creating and maintaining clear technical documentation such as shader and material guides, authoring standards, and workflow references.
- Familiarity with version control systems such as Git or Perforce.
- Excellent communication skills, with the ability to act as an ambassador between art and engineering and collaborate effectively with external partners and internal teams.