Senior Technical Artist - Characters (Unreal)
Ubisoft is hiring a Senior Technical Artist - Characters (Unreal) in Montreal, Canada. Level rates it ; you can apply on Ubisoft.
Level's read on this job
- On Level's scale, this role is Little AI ●○○○: aI is not part of the work.
- Level classes it as a senior role.
- Ubisoft has 326 other open roles on Level.
- 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!
As a Senior Technical Artist - Characters (Unreal) at Ubisoft Montréal, you will be the point of reference for technical matters related to character content creation, from concept handoff through in-engine integration. You will define how characters are produced on the project and put the end-to-end pipeline in place. You will guide the resolution of complex issues across modeling, texturing, rigging, skinning, and runtime integration, while advising on the project’s broader technical direction.
What you’ll do
- Identify technical needs across character creation, rigging, skinning, levels of detail, materials, and engine integration
- Shape the character technology vision with technical directors and associate technical directors, in line with the art and animation vision
- Define the character pipeline, including creation-to-engine workflows, naming and export conventions, and validation steps
- Set and share character standards for asset structure, versioning, rigs, skeletons, materials, and textures
- Create or recommend tools for character artists, riggers, and animators, including export automation, asset validators, rig builders, and batch processing utilities
- Optimize and debug character assets for geometry, draw calls, skinning cost, memory use, and shader complexity
- Resolve complex character issues, including deformation quality, cloth and hair integration, and modular character systems
- Collaborate with animation and programming teams on character features and runtime systems, and communicate progress to associates and technical directors
- Document standards and tools, follow developments in character technology, help align teams around shared goals, and contribute to performance evaluations within the specialty
What you bring to the team
- Hands-on experience with an end-to-end character pipeline, including how character assets are created and integrated into a game engine
- Knowledge of rigging and animation needs sufficient to guide the pipeline and work with animation teams
- Knowledge of technical budgets, polygon counts, materials, asset structure, and modular character customization
- Experience establishing workflows and standards for character production
- Experience with Unreal Engine 5, or relevant character pipeline experience with Unreal Engine 4
What to send our way
- Send your CV highlighting relevant skills and experience
- Share a portfolio or links to relevant projects
How we rate this
Senior Technical Artist - Characters (Unreal) at Ubisoft rates 23 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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