
Technical Artist
Posted Oct 30

Posted Oct 30
This is a fully remote position, open to applicants in Canada.
• Create tools and establish an efficient graphics production pipeline for both current and future game content.
• Oversee and sustain the art asset pipeline, identifying and resolving issues prior to builds.
• Develop and uphold DCC tools that enforce naming standards, triangle budgets, and UV layouts.
• Author and manage engine-side import settings for models and texture compression.
• Set and review performance budgets for each asset and scene.
• Profile builds on target hardware, converting findings into actionable improvements.
• Optimize assets as necessary.
• Create and maintain the project's shader library utilizing Shader Graph and HLSL.
• Collaborate with the Art Director to prototype visual effects and integrate them with the art team.
• Investigate and resolve material and shader issues.
• Validate materials under various lighting conditions and on target platforms.
• Update and maintain technical sections of the Art Bible and pipeline documentation.
• Guide artists in using pipeline tools and uphold standards.
• Address art-to-engine integration challenges.
• Define and outline new features for the art pipeline.
• Assess and recommend tools, plugins, and enhancements for the pipeline.
• Proven experience in contributing to an art pipeline on a completed project.
• Experience in shipping on at least one console platform: Nintendo Switch™, PS5®, or Xbox Series.
• Practical experience with platform-specific memory and shader limitations.
• Proficiency in Git and SVN, along with merge-request-based workflows.
• Strong knowledge of Unity (URP), encompassing rendering, asset pipeline, profiling, and debugging.
• Proficient in C# for editor tooling, including custom inspectors, validators, and batch processors.
• Experience in writing or maintaining asset validation tools.
• Familiarity with import presets and platform overrides, including texture and mesh compression.
• Scripting experience in 3ds Max, Blender, or Maya.
• Knowledge of Substance 3D Painter/Designer workflows.
• Solid understanding of HLSL in URP, including custom lit/unlit shaders and shader keywords.
• Proficiency with Shader Graph and awareness of when handwritten HLSL is more suitable.
• Understanding of PBR, color spaces, and cross-platform lighting behaviors.
• Experience debugging shader issues across different platforms.
• Familiarity with GPU profiling and debugging tools such as Unity Frame Debugger and Nsight.
• Ability to analyze frame captures and identify GPU performance bottlenecks.
• Experience managing per-asset and per-scene budgets for triangles, texel density, material count, overdraw, and memory.
• Ability to write and maintain technical art documentation.
• Capability to guide artists on technical best practices and assess pipeline compliance.
• Serve as the primary contact for artists facing engine-related issues.
• Ability to scope, specify, estimate, and fulfill requests for pipeline features.
• Flexible work schedule.
• Fridays off in the afternoons throughout the year.
• Three weeks of vacation and personal days available from your start date.
• Paid time off between Christmas and New Year’s Day.
• Group RRSP program with employer contributions.
• Comprehensive group insurance plan.
• Free 24/7 access to a virtual medical clinic.
• Employee and Family Assistance Program.
• Partial reimbursement for commuting costs related to public transit and/or parking.
• Relocation assistance for new hires moving from outside Quebec.
• Referral program offering bonuses.
• Regular events and prizes organized by the Social Committee.
• Secure bike storage and a summer active transportation subsidy.
• Daily snacks, including fruit and coffee.
• Happy hours every Wednesday.
• Access to a game room.
• Rooftop terrace for relaxation.
Global Overview
Torn Banner Studios
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