Junior Technical Artist - Rainbow Six Siege
Ubisoft is hiring a Junior Technical Artist - Rainbow Six Siege in Barcelona, Spain. Level rates it ; you can apply on Ubisoft.
Level's read on this job
- Level rates this role Little AI ●○○○: aI is not part of the work.
- Level classifies it as a junior role.
- Level lists 321 other open roles at Ubisoft.
- The role was posted within the past two weeks.
AI in this role
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 create the unknown!
Ubisoft Barcelona, part of Ubisoft’s international network of production studios, has developed for over 20 years a strong expertise in the production of videogames from a large variety of genres and platforms. The Studio is continuously looking to grow its team with highly professional, passionate and talented people.
The Technical Artist is a key support role within the Rainbow Six: Siege team, working closely with other Technical Artists as well as 3D, Texture, Concept, and Character Artists. This role bridges the gap between the artistic and technical aspects of asset production, ensuring that all assets—such as uniforms, headgear, charms, weapons, and other customization items—are efficiently integrated into the game engine.
In addition, the Technical Artist contributes to asset and pipeline optimization, tool development, and technical setup and validation processes, maintaining high-quality visuals while ensuring optimal performance across all in-game content.
Key Responsibilities:
- Derisk 3D concepts: List of checks that needs to respect guidelines for 2D and 3D assets that include clipping, neck connection, skin meshes compatibility, mem budget, collision meshes, tattoos, hair, gadget, legs, shoes).
- Tech Validation: List of checks, adjustments and corrections for all 2D and 3D assets that include meshes (hands, body, neck, eyes, straps, etc), collision meshes, skeleton (pivot points), mem budgets, UVs, textures (color mask, albedo, roughness, metalness, normals, emissive). Have ownership of asset approvals for tech guidelines compliance.
- Tech Guidelines: Create, update and oversee the tech guidelines for all assets during production
- Workflow/Pipeline Improvements: Define the content creation pipeline to maximize performance, quality and efficiency
- Assisting tool development: Collaborate with tech artist and progs to improve our internal tools.
- Documentation: Create, maintain and promote internal documentation to support onboarding and technical references
- Create Templates: Create templates in Photoshop, Substance, and 3DS Max for standardization (everyone works with the same specification and avoid discrepancies), efficiency in production (avoid manual repetitive work and save time), Technical Compliance (include essential technical overlays such as UV maps, mem budgets, etc.) and Quality control.
- Assets Integration: Integrate work files and assets provided by the internal team (ex. Substance Painter and 3DS Max files) into Anvil. Ensure the assets are hooked up for in-game but also for other departments (Rigging, VFX, etc.)
- Proactive bug fixing: Anticipate, identify and resolve issues related to assets
- Assist the team in any technical issue related with the art pipeline
- Become the Go-To person for engine art related topics
- Strong knowledge of art related software, such as Photoshop, 3DsMax, Blender, Substance package.
- Experience with commercial game engines, such as Unity or Unreal
- C# Scripting Skills. XAML or tool development experience is a plus.
- Self-organized, used to work with Jira, Trello or similar.
- Proactive and problem solver.
- Excellent interpersonal skills and great verbal and written communication skills in English
- Nice to have previous experience working in a Studio or within videogames projects.
Benefits:
- Private Health Insurance and fitness subsidies.
- Employee mental health assistance.
- Tickets restaurant
- Free coffee, fruits and daily breakfast.
- Spectacular roof-top terrace with sea views
How we rate this
Junior Technical Artist - Rainbow Six Siege at Ubisoft rates 32 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.
Little AI. AI is not part of the work.
- ●●●● Builds AI80 to 100
- ●●●○ Works on AI60 to 79
- ●●○○ Uses AI40 to 59
- ●○○○ 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.
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