We’re working on a Splinter Cell remake, assembling a team with passion, drive and respect for the trifocal goggles. This is an opportunity to be part of a treasured franchise, rebuilt to deliver next-generation visuals and modernized stealth gameplay, while preserving what's at the heart of the Splinter Cell experience.
On being a Technical Artist at Ubisoft Toronto
As a Technical Artist at UbiTO, you and your team strive towards creating game features that are visually stunning while maintaining their performance, exceeding the expectations of players.
To achieve this, you bring together the worlds of the artist and the programmer, acting as an interpreter and problem-solver. With your help, the two collaborate cohesively and efficiently, while staying on time and sticking to budget, using the most appropriate tools and pipelines. You ensure assets can be rendered without compromising the artistic vision, on the one hand, or busting your memory budget on the other, setting benchmarks for your feature as you go along. You are the team’s hybrid specialist, speaking both from the heart and the mind, while keeping an eye on quality.
Your curious and passionate nature sees you considering, creating and implementing new techniques that will see your team’s feature set new standards in the videogame industry.
Type of Position: Permanent, full-time.
The daily life of a Technical Artist at Ubisoft Toronto
- In the early stages of production, you will:
- Establish quick, efficient and clear pipelines;
- Prepare coherent documentation for pipelines, tools and procedures;
- Do benchmarking for your features through research and testing;
- Prototype features and provide transparent accounts of their performance;
- Work on creating asset banks (such as textures).
- During production and its later stages, you will also:
- Ensure coworkers understand and apply procedures and standards you’ve established;
- Update documentation;
- Remove performance bugs and perfect your feature.
- Train coworkers and support them.
What it takes to make it
- A college diploma in VFX, modelling or equivalent
- 3 years of experience as a VFX or game artist in the videogame industry OR extensive film/TV VFX experience
- Experience developing console or PC games—at least one full production cycle is a plus
- Experience with software such as Houdini, 3ds Max, Photoshop, Fume
We know that skills and competencies show up in different forms and can be based on different experiences, that's why we strongly encourage you to apply even though you may not have all the requirements listed above.
Follow this link to apply: https://smrtr.io/cqKPD