Technical Artist (remote)
Renderer Studios
- Travail à distance
Renderer Studios is a game art production partner working with global publishers and AAA studios. We deliver characters, environments, and full art packages that drop straight into our clients' engines and pipelines — which means the technical layer matters as much as the visual one.
We are looking for a Technical Artist to own the setup, skinning, export, and engine integration of art assets across client projects. You will sit between our art teams and the client's pipeline: preparing assets for ingestion, adjusting geometry and weights for clean deformation, performing final technical QA, and resolving the issues that surface when assets meet a live production environment. Expect a dynamic setting with synchronous reviews throughout the day and regularly shifting priorities.
For which tasks (responsibilities)?
Work closely with Art Leads, Producers, and client-side teams to prepare art assets for export and engine ingestion.
Apply and adjust vertex weighting for characters, props, and environment assets, and perform final technical QA.
Make final geometry and texture adjustments on production assets to address client feedback.
Perform in-engine data setup for new and corrected assets — definition files, tint and coloration, icon creation, material and data assignment.
Learn and operate client-proprietary tools for asset ingestion, plus internal export tooling.
Attend scrums and contribute to sprint and release planning; communicate bandwidth and flag bottlenecks and risks to integration schedules.
Attend synchronous review meetings, capture and catalog feedback accurately, and generate fix-lists; produce status reports through asynchronous channels.
Test, debug, and solve pipeline and asset problems.
What kind of professional are we looking for?
Working knowledge of 3ds Max, Maya, Photoshop, Substance Suite, ZBrush, and Blender.
Proven experience with game engines — export processes and asset ingestion loops into existing systems.
Solid understanding of the technical constraints of game asset creation, and the ability to translate that experience into proprietary workflows and performance requirements.
Intermediate understanding of 3D modeling and texturing principles for characters and environments, sufficient to evaluate incoming assets for visual quality and technical compliance.
Ability to skin meshes to a variety of rigs, and to modify and improve skin weights for better deformation and performance.
Understanding of mesh topology for deformation, with the ability to edit geometry to improve skinning results.
Working experience rigging characters for video games.
Availability for synchronous status meetings with clients across North American and Asian time zones.
Aptitude for learning new systems and tools quickly.
Portfolio demonstrating a range of game development art.
English language proficiency, spoken and written.
Preferred Skills
Familiarity with modular character customization systems and how changes propagate to related assets.
Experience with animation assets and how they interact with art assets in-engine.
Scripting for pipeline and tooling (Python, MEL, MaxScript).
Enthusiasm for playing games, MMOs and large-scale live titles in particular.
Strong communication and reporting skills.
Proactive team participation and contribution.
Ability to schedule and manage your own tasks and report progress reliably.
What are the conditions and bonuses?
AAA Projects: Work directly on high-profile titles with globally recognized studios and publishers.
Cross-Cultural Team: Collaborate across time zones with clear and respectful communication.
Continuous Growth: Exposure to a wide range of engines, pipelines, and client workflows, with potential for long-term collaboration on future projects.
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