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Ubisoft

Expert Technical Artist - Shader (F/H/NB) [AAA Project]

Ubisoft is hiring an Expert Technical Artist - Shader (F/H/NB) [AAA Project] in Annecy, France. Level rates it ; you can apply on Ubisoft.

Level's read on this job

  • Little AI ●○○○ is how Level rates this role: aI is not part of the work.
  • Tools and skills the posting cites include Hlsl, shader development and vfx.
  • Level classifies it as a senior role.
  • Level lists 289 other open roles at Ubisoft.
  • The role was posted within the past week.

AI in this role

Expert Technical Artist specialized in shaders, VFX, and rendering pipelines for AAA game development.

Hlsl
shader-developmentvfxrenderingperformance-optimization

Ubisoft is a global leader in gaming with teams across the world creating original and memorable gaming experiences, from Assassin’s Creed, Rainbow Six, to Just Dance and more. We believe diverse perspectives help both players and teams thrive. If you’re passionate about innovation and pushing entertainment boundaries, join our journey and help us create the unknown !

YOUR DAILY ADVENTURE

The Technical Artist works with their lead to improve the function, stability, scalability, user experience and performance of the shaders and material pipelines. They are gatekeepers of budgets and technical constraints with a focus on shaders, graphics and rendering with which they are expected to inform and guide the team. This is a key support role to provide the best tools and solutions for production.

Responsibilities

  • Support the VFX team in implementing visual effects, ensure there are no regressions when optimising, propose improvements, and create tutorials. Provide technical solutions to artistic requirements by collaborating with GPP teams on how to achieve specific visual results
  • Produce and maintain shaders and complex VFX
  • Monitor and optimize performance: PC/Consoles profiling and optimization
  • Act as the gatekeeper of VFX constraints, pushing for top visual quality and performance working collaboratively with Art Leads, Technical Directors and QA
  • Pipeline: explore optimization opportunities and improve production workflows (evaluating new technologies that could be integrated into the engine when appropriate)
  • R&D: conduct tests and experimentation to propose new solutions and improvements.

    • You’ve already worked in a Technical Artist capacity alongside a VFX team
    • You are comfortable with particle systems (GPU/CPU) constraints
    • You’ve been working on performance and monitoring on a multi-platform production
    • You have an aptitude for problem solving, decision making, collaboration & communication and have strong organizational skills
    • Shader development (any shader language or node base editor) has no secret for you
    • Experience, Knowledge and interest in multiple areas of game development:
      • Shaders
      • FX
      • Lighting
      • Rendering and Post Processes
      • HLSL
    • Experience with game editors and engines and with console development
    • Being resourceful in finding technical solutions for artistic needs

    Role based on-site at the Annecy Studio
    Permanent contract
    Start date : as soon as possible

    Founded in 1996, Ubisoft Annecy has contributed to many of the Group’s blockbuster franchises, collaborating on series such as Splinter Cell and Assassin’s Creed®, as well as developing major gameplay experiences including the raid for Tom Clancy’s The Division 2® and Ghost Recon Wildlands. We are also proud to have created our own original IPs, Steep and later Riders Republic.

    Beyond our AAA productions, we contribute to the Group’s technological innovation through our center of expertise around the Snowdrop game engine, as well as through the Technology Group in collaboration with Ubisoft Montréal.

    Located in one of France’s most dynamic regions, Ubisoft Annecy enjoys an exceptional setting between lake and mountains, in the heart of the “Venice of the Alps,” just 30 minutes from Geneva International Airport. As a continuously growing studio, we place employee engagement and teamwork at the center of everything we do. Our ambition is driven by innovation and excellence, with one ultimate goal: delivering outstanding experiences for our players.

    How we rate this

    Expert Technical Artist - Shader (F/H/NB) [AAA Project] at Ubisoft rates 0 out of 100 for how much of the daily work is AI. That makes it Little AI (AI Level 1 of 4). The level is about AI in the job, not seniority.

    Classification

    Little AI. AI is not part of the work.

    1. ●●●● Builds AI80 to 100
    2. ●●●○ Works on AI60 to 79
    3. ●●○○ Uses AI40 to 59
    4. ●○○○ Little AI0 to 39

    Levels come from how often the tools, models and workflows of the role are named in the posting itself. Read the description and count the AI tools, models and workflows it names.

    Prepare for this job

    Built from this posting and from similar jobs on Level.

    Skills and AI tools this role asks for

    Shader DevelopmentVfxRenderingPerformance OptimizationHlsl

    Questions you could be asked

    1. Tell me about a project where shader development was part of your work. What did you do?
    2. Tell me about a project where vfx was part of your work. What did you do?
    3. Tell me about a project where rendering was part of your work. What did you do?
    4. Tell me about a project where performance optimization was part of your work. What did you do?
    5. Walk me through how you've used Hlsl in your day-to-day work.

    Adapt your resume

    • List these exact terms on your resume: Shader Development, Vfx, Rendering, Performance Optimization, and Hlsl. An applicant tracking system matches the wording, not the idea.
    • Attach one line of real, concrete experience to at least one of them. A tool named with nothing behind it rarely survives a human read.

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