Technical Artist
Posted 24 Sep 2026
Advertised as “Senior Technical Artist, Project R.I.S.E”
BranchFactor Summary
The original posting with the fluff stripped out
- Management level
- Individual contributor
- Employment
- On-Site
- Contract
- Full-time
No salary listed for this role.
Great-looking games don't happen because someone drew something beautiful. They happen because someone figured out how to get that beautiful thing running at a stable framerate, on a phone, in a build the whole team can iterate on twenty times a day. That someone is you.
We're looking for a Technical Artist to own the space between art and engineering on one of our new projects in the Shanghai studio. You'll be the person artists come to when the thing in Substance doesn't look like the thing in the engine, and the person programmers come to when the frame budget is blown and nobody's sure whose fault it is. You'll shape the visual identity of the game as much as any artist does — just through shaders, tooling, and pipelines rather than pixels.
This is a small team with a lot of ownership. Nobody will hand you a spec.
If that sounds like your kind of problem, we'd love to hear from you!
What You'll Be Doing
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Own the shader and material library. Author the shaders that give the game its look, design a master-material architecture artists can actually work with, and keep permutation counts and shader complexity from quietly eating the frame
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Build the tools artists live in. DCC scripts, engine editor extensions, one-click export, automated asset validation — every hour you save someone in Maya or the material editor goes back into the game, so treat tooling as a first-class deliverable, not a side project
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Raise the visual bar alongside the art team. Sit in look-dev with the art director, build the lighting and post-process templates that make the style reproducible, and close the gap between the concept on the wall and the thing running on device
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Keep art content within budget. Profile real builds on real phones, work out why the device is getting hot, and design the LOD and quality-tier systems that let the game scale from flagship to low-end without losing its identity
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Prototype the risky visual ideas. Before anyone commits to them, and be honest about which ones won't survive contact with the frame budget
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Be the interface to the engine team. Translate what artists want into renderer features programmers can scope, and translate what the renderer does into constraints artists can work with
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Set and hold the standards. Define how art content should be built, document it, onboard people onto the pipeline, and be the person who notices when things start slipping