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    <job>
      <externalid>e4ea9176-9cc</externalid>
      <title>Senior Lighting Artist | Artiste senior en éclairage - GameSim - Talent Pipeline</title>
      <description><![CDATA[<p>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles. We care about craftsmanship, collaboration, and shipping work we’re proud to put our names on.</p>
<p>We are seeking a Senior Lighting Artist to create high-quality real-time lighting and help guide lighting execution across GameSim projects. This is a hands-on senior role with leadership responsibilities. In addition to producing lighting work, you will review the work of other artists, provide clear direction and feedback, help organize lighting tasks, and ensure that scenes meet the visual and technical quality bar established by Art Direction and the client.</p>
<p><strong>Responsibilities</strong></p>
<ul>
<li>Lighting Creation and Artistic Execution: Create high-quality real-time lighting for gameplay environments, levels, cinematics, characters, and interactive sequences. Translate art direction, concept art, reference material, gameplay requirements, narrative goals, and client feedback into effective lighting solutions.</li>
<li>Leadership and Quality Oversight: Oversee lighting work for an assigned area of the project, such as a level, world region, sequence, feature, or milestone. Review the work of lighting artists and other contributors whose work affects the final lighting result.</li>
<li>Planning and Production Support: Work with Art Direction and Production to break down lighting goals into clear tasks, priorities, estimates, and milestone deliverables.</li>
<li>Technical and Pipeline Responsibilities: Partner with Technical Art and Engineering to ensure lighting solutions are visually effective, technically stable, and appropriate for the target platform.</li>
<li>Cross-Discipline Collaboration: Collaborate with Environment Art to ensure geometry, materials, composition, and set dressing support the intended lighting.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Professional experience creating lighting for games, real-time projects, or a closely related field.</li>
<li>At least one shipped game or comparable professional real-time project.</li>
<li>A portfolio or reel demonstrating high-quality real-time lighting.</li>
<li>Strong understanding of lighting fundamentals, including value, color, contrast, composition, visual hierarchy, atmosphere, exposure, shadow, and material response.</li>
<li>Experience lighting gameplay environments and interactive real-time scenes.</li>
<li>Professional experience using Unreal Engine or another modern real-time engine.</li>
</ul>
<p style="margin-top:24px;font-size:13px;color:#666;">XML job scraping automation by <a href="https://yubhub.co">YubHub</a></p>]]></description>
      <jobtype>Full-time</jobtype>
      <experiencelevel>senior</experiencelevel>
      <workarrangement>remote</workarrangement>
      <salaryrange></salaryrange>
      <skills>Unreal Engine, Real-time lighting, Lighting fundamentals, Physically based rendering, Material response, Tone mapping, High-dynamic-range lighting, Real-time lighting optimization, Light cost, Shadow complexity, Volumetrics, Reflections, Memory, Scalability, Platform constraints, Experience working in co-development, outsourcing, consulting, or work-for-hire game production, Experience contributing to AAA PC or console titles, Experience working across both realistic and stylized visual pipelines</skills>
      <category>Game Development</category>
      <industry>Game Development</industry>
      <employername>Keywords Studios</employername>
      <employerlogo></employerlogo>
      <employerdescription>Keywords Studios is a game development studio that partners with clients to build games across PC/console and a range of art styles.</employerdescription>
      <employerwebsite></employerwebsite>
      <compensationcurrency></compensationcurrency>
      <compensationmin></compensationmin>
      <compensationmax></compensationmax>
      <compensationinterval></compensationinterval>
      <applyto>https://yubhub.co/jobs/job_e4ea9176-9cc/</applyto>
      <location>British Columbia, Canada</location>
      <city>British Columbia</city>
      <state>British Columbia</state>
      <postalcode></postalcode>
      <country>CA</country>
      <postedate>2026-10-26</postedate>
    </job>
    <job>
      <externalid>c52efa1e-2e5</externalid>
      <title>Lighting Artist | Artiste en éclairage - GameSim - Talent Pipeline</title>
      <description><![CDATA[<p>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles. They are seeking a Lighting Artist to create high-quality real-time lighting and help support the execution of lighting work across GameSim projects.</p>
<p>Responsibilities:</p>
<ul>
<li>Create high-quality real-time lighting for gameplay environments, levels, cinematics, characters, and interactive sequences.</li>
<li>Translate art direction, concept art, reference material, gameplay requirements, narrative goals, and client feedback into effective lighting solutions.</li>
<li>Use lighting to establish mood, atmosphere, visual hierarchy, environmental storytelling, and player focus.</li>
<li>Ensure lighting supports gameplay readability, navigation, combat visibility, character presentation, and important interactive elements.</li>
<li>Develop and refine exposure, color, contrast, fog, atmosphere, reflections, shadows, emissive response, color grading, and post-processing.</li>
<li>Create lighting for a range of visual styles, including realistic, stylized, cinematic, and highly art-directed projects.</li>
<li>Maintain visual consistency across related environments, gameplay spaces, sequences, times of day, and lighting conditions.</li>
<li>Bring assigned scenes from initial lighting setup through final polish.</li>
<li>Respond to feedback from Art Direction, project leadership, and clients in a timely and professional manner.</li>
<li>Ensure completed work meets project requirements for quality, performance, organization, and delivery.</li>
</ul>
<p>Leadership and Quality Support:</p>
<ul>
<li>Help oversee lighting work for an assigned scene, group of scenes, feature, or milestone when requested by project leadership.</li>
<li>Review the work of other lighting artists or multidisciplinary artists contributing to lighting.</li>
<li>Provide clear, respectful, and actionable feedback through written notes, live reviews, reference images, paintovers, or in-engine examples.</li>
<li>Help ensure lighting work follows approved visual targets, technical standards, and project requirements.</li>
<li>Communicate expected outcomes, priorities, and quality standards to artists working within an assigned area.</li>
<li>Monitor the visual progress of assigned lighting work and identify scenes that may require additional revision or support.</li>
<li>Confirm that feedback has been addressed before work is submitted for senior, Art Director, or client review.</li>
<li>Support junior or less-experienced artists with lighting fundamentals, engine workflows, scene organization, optimization, and production practices.</li>
<li>Lead by example through reliable execution, clear communication, constructive collaboration, and professional conduct.</li>
<li>Escalate unresolved quality, schedule, scope, or technical concerns to the appropriate senior artist, Art Director, or Producer.</li>
</ul>
<p>Planning and Production Support:</p>
<ul>
<li>Work with Art Direction and Production to understand lighting priorities, tasks, estimates, and milestone expectations.</li>
<li>Help break lighting goals into clear and manageable production tasks.</li>
<li>Provide progress updates and communicate when assigned work is at risk of missing quality, technical, or scheduling requirements.</li>
<li>Participate in daily reviews, art reviews, milestone evaluations, and planning discussions.</li>
<li>Help prepare lighting work for internal reviews, client presentations, milestone submissions, and final delivery.</li>
<li>Balance hands-on production responsibilities with review, coordination, troubleshooting, and team support.</li>
<li>Adjust priorities when creative direction, technical requirements, production scope, or client feedback changes.</li>
<li>Maintain accurate task status and documentation using the project’s production-management tools.</li>
</ul>
<p>Technical and Pipeline Responsibilities:</p>
<ul>
<li>Work with Technical Art and Engineering to ensure lighting is visually effective, technically stable, and appropriate for the target platform.</li>
<li>Follow established budgets for dynamic lights, shadows, volumetrics, reflections, global illumination, memory, and scalability.</li>
<li>Identify and help resolve issues involving exposure, shadow artifacts, light leaking, reflections, volumetrics, bake quality, material response, and post-processing.</li>
<li>Use dynamic, baked, stationary, or hybrid lighting approaches according to the project’s established pipeline.</li>
<li>Profile assigned lighting work and make informed visual adjustments to meet performance requirements.</li>
<li>Validate lighting across relevant gameplay cameras, display settings, hardware targets, times of day, weather states, and scalability levels.</li>
<li>Follow project standards for scene organization, naming conventions, source control, documentation, and asset integration.</li>
<li>Contribute to reusable lighting setups, templates, documentation, validation processes, and team best practices.</li>
<li>Identify workflow problems and communicate potential improvements to senior artists, Technical Art, or project leadership.</li>
</ul>
<p>Cross-Discipline Collaboration:</p>
<ul>
<li>Collaborate with Environment Art to ensure geometry, materials, composition, and set dressing support the intended lighting.</li>
<li>Partner with VFX to integrate fog, particles, weather, fire, emissive effects, and atmospheric elements.</li>
<li>Work with Design to ensure lighting supports navigation, player guidance, combat readability, objectives, and interactive systems.</li>
<li>Coordinate with Character Art and Animation to maintain readable and appealing character presentation.</li>
<li>Support cinematic lighting needs involving shot composition, continuity, exposure, character lighting, and narrative focus.</li>
<li>Communicate artistic and technical concerns clearly to both creative and non-creative stakeholders.</li>
<li>Work effectively with distributed teams, partner studios, external vendors, and clients across different time zones.</li>
</ul>
<p>Requirements:</p>
<ul>
<li>Professional experience creating lighting for games, real-time projects, animation, visualization, or a closely related field.</li>
<li>A portfolio or reel demonstrating strong real-time lighting work.</li>
<li>Strong understanding of lighting fundamentals, including value, color, contrast, composition, visual hierarchy, atmosphere, exposure, shadow, and material response.</li>
<li>Experience lighting gameplay environments or interactive real-time scenes.</li>
<li>Understanding of how lighting supports mood, gameplay readability, navigation, environmental storytelling, and player focus.</li>
<li>Professional experience using Unreal Engine or another modern real-time engine.</li>
<li>Experience with dynamic or baked lighting, global illumination, reflections, volumetrics, exposure, color grading, and post-processing.</li>
<li>Working knowledge of physically based rendering and material response.</li>
<li>Understanding of basic lighting optimization, including light cost, shadows, volumetrics, reflections, scalability, and platform constraints.</li>
<li>Ability to take ownership of assigned scenes and follow them through review and completion.</li>
<li>Ability to receive, interpret, and implement artistic and technical feedback.</li>
<li>Experience reviewing artwork or providing constructive feedback to teammates.</li>
<li>Ability to identify work that does not meet an established quality target and communicate practical improvements.</li>
<li>Ability to balance visual quality, technical requirements, production scope, and schedule.</li>
<li>Strong written, verbal, and interpersonal communication skills.</li>
<li>Ability to organize priorities, communicate risks, and follow work through to completion.</li>
<li>Experience collaborating with multiple game-development disciplines.</li>
<li>Ability to adapt to different projects, visual styles, engines, pipelines, platforms, and client expectations.</li>
<li>Ability to work effectively both independently and as part of a distributed team.</li>
</ul>
<p style="margin-top:24px;font-size:13px;color:#666;">XML job scraping automation by <a href="https://yubhub.co">YubHub</a></p>]]></description>
      <jobtype>Full-time</jobtype>
      <experiencelevel></experiencelevel>
      <workarrangement>remote</workarrangement>
      <salaryrange></salaryrange>
      <skills>Unreal Engine, Real-time lighting, Lighting fundamentals, Physically based rendering, Material response, Dynamic lighting, Baked lighting, Global illumination, Reflections, Volumetrics, Exposure, Color grading, Post-processing, Lighting optimization, Scene organization, Production management, Experience working in co-development, outsourcing, consulting, or work-for-hire game production, Experience contributing to a shipped PC or console title, Experience working across realistic and stylized visual pipelines, Previous experience acting as a lighting point person, task coordinator, reviewer, or feature owner, Experience guiding junior artists or supporting teammates without formal management authority, Experience working with remote teams, partner studios, or external vendors, Experience owning lighting for a level, environment, sequence, or gameplay feature, Knowledge of Unreal Engine systems such as Lumen, Nanite, Virtual Shadow Maps, volumetric fog, reflection systems, exposure controls, post-process volumes, and scalability settings, Experience with dynamic time-of-day systems, weather systems, destructible environments, or changing gameplay states, Experience lighting cinematics, characters, dialogue scenes, or scripted sequences, Knowledge of cinematography, photography, film lighting, camera exposure, and color theory</skills>
      <category>Game Development</category>
      <industry>Game Development</industry>
      <employername>Keywords Studios</employername>
      <employerlogo></employerlogo>
      <employerdescription>Keywords Studios is a game development studio that partners with clients to build games across PC/console and a range of art styles.</employerdescription>
      <employerwebsite></employerwebsite>
      <compensationcurrency></compensationcurrency>
      <compensationmin></compensationmin>
      <compensationmax></compensationmax>
      <compensationinterval></compensationinterval>
      <applyto>https://yubhub.co/jobs/job_c52efa1e-2e5/</applyto>
      <location>British Columbia, Canada</location>
      <city>British Columbia</city>
      <state></state>
      <postalcode></postalcode>
      <country>CA</country>
      <postedate>2026-10-26</postedate>
    </job>
    <job>
      <externalid>1345b195-cfd</externalid>
      <title>Lead Highways/Transportation Engineer</title>
      <description><![CDATA[<p>We are seeking a Lead Highways/Transportation Engineer to join our team in British Columbia, Canada. As a Lead Highways/Transportation Engineer, you will provide technical leadership on complex transportation assignments, help teams turn challenging engineering problems into practical solutions, and contribute to the continued growth of our transportation practice.</p>
<p><strong>Your Impact</strong></p>
<ul>
<li>Lead the planning, design, and delivery of highway and transportation engineering projects from concept through detailed design and implementation.</li>
<li>Act as Engineer-of-Record and provide technical leadership and guidance on roadway geometry, highway design, transportation infrastructure, and multidisciplinary project interfaces.</li>
<li>Direct and review engineering deliverables, calculations, reports, specifications, and design documentation to support quality project outcomes.</li>
<li>Collaborate with clients, partners, and multidisciplinary teams to develop solutions responsive to project, community, and environmental needs.</li>
<li>Guide project teams through technical challenges while supporting effective scope, schedule, budget, and risk management.</li>
<li>Mentor and support engineers and emerging technical leaders, strengthening capability and knowledge sharing across the team.</li>
<li>Contribute to proposals, client relationships, and strategic opportunities that support the growth of the transportation business in British Columbia.</li>
<li>Champion safety, quality, and technical excellence throughout project delivery.</li>
</ul>
<p><strong>The Skills That Set You Apart</strong></p>
<ul>
<li>A degree in Civil Engineering or a closely related engineering discipline.</li>
<li>Professional engineering registration in British Columbia, or eligibility to obtain registration.</li>
<li>15+ years of significant progressive experience delivering highway, roadway, transit, or transportation infrastructure projects.</li>
<li>Demonstrated experience providing technical leadership on complex, multidisciplinary transportation assignments.</li>
<li>Strong knowledge of highway and roadway design principles, engineering practices, and transportation project delivery.</li>
<li>Experience reviewing and guiding technical work while mentoring engineers and supporting multidisciplinary project teams.</li>
<li>Demonstrated ability to work effectively with clients and project stakeholders and contribute to proposals and business development.</li>
<li>Ability to travel to project and client locations as required.</li>
<li>Experience with AutoCAD Civil 3D is an asset.</li>
</ul>
<p><strong>Why Choose WSP?</strong></p>
<ul>
<li>Proudly Canadian – we are a Top 100 Employer in Canada for 2026.</li>
<li>A global community of brilliant minds – your next idea, mentor, or opportunity is always within reach.</li>
<li>Limitless opportunities start here. Whether it’s across the country or around the globe, we help you tailor your role to match your ambition , because your growth drives ours.</li>
<li>Flexible work, real balance – we recognize the importance of balance in our lives and encourage you to prioritize the balance in yours.</li>
</ul>
<p><strong>Compensation:</strong></p>
<ul>
<li>$135,200 - $179,100 (AB, BC, NT, NU, SK &amp; YT)</li>
<li>$123,300 - $169,800 (MB &amp; ON)</li>
<li>$122,100 - $162,200 (NB, NL, NS, PE &amp; QC)</li>
</ul>
<p style="margin-top:24px;font-size:13px;color:#666;">XML job scraping automation by <a href="https://yubhub.co">YubHub</a></p>]]></description>
      <jobtype>full-time</jobtype>
      <experiencelevel>senior</experiencelevel>
      <workarrangement></workarrangement>
      <salaryrange>$135,200 - $179,100</salaryrange>
      <skills>Civil Engineering, Professional engineering registration, Highway design, Transportation infrastructure, AutoCAD Civil 3D, Experience with multidisciplinary project teams, Strong knowledge of highway and roadway design principles</skills>
      <category>Engineering</category>
      <industry>Consulting</industry>
      <employername>WSP</employername>
      <employerlogo>https://logos.yubhub.co/wsp.com.png</employerlogo>
      <employerdescription>WSP is a global engineering, advisory, and science-based expertise company.</employerdescription>
      <employerwebsite>https://www.wsp.com/</employerwebsite>
      <compensationcurrency>CAD</compensationcurrency>
      <compensationmin>135200</compensationmin>
      <compensationmax>179100</compensationmax>
      <compensationinterval>yearly</compensationinterval>
      <applyto>https://yubhub.co/jobs/job_1345b195-cfd/</applyto>
      <location>British Columbia, BC</location>
      <city>British Columbia</city>
      <state>BC</state>
      <postalcode></postalcode>
      <country>CA</country>
      <postedate>2026-10-26</postedate>
    </job>
    <job>
      <externalid>098fd79f-7b2</externalid>
      <title>Principal Environment Artist - GameSim</title>
      <description><![CDATA[<p>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles. We care about craftsmanship, collaboration, and shipping work we’re proud to put our names on. If you love building environments and believable spaces we’d like to meet you.</p>
<p>We are seeking a Principal Environment Artist to help define and elevate the quality, efficiency, and consistency of environment-art production across GameSim projects. This is a high-level senior individual-contributor position for an experienced artist who can operate at both the strategic and hands-on levels.</p>
<p><strong>Responsibilities</strong></p>
<p><strong>Artistic Leadership and Execution</strong></p>
<ul>
<li>Create high-quality real-time environments, architecture, modular kits, hero assets, materials, terrain, foliage, and world-building content.</li>
<li>Produce benchmark assets and scenes that communicate expectations for composition, scale, visual hierarchy, material quality, environmental storytelling, and final polish.</li>
<li>Translate art direction, concept art, reference material, design requirements, and client feedback into clear production goals.</li>
<li>Establish environment-art strategies for modular construction, asset reuse, trim sheets, material systems, terrain, foliage, set dressing, and world building.</li>
<li>Maintain a strong hands-on contribution when establishing quality bars, validating workflows, solving difficult problems, or supporting critical deliverables.</li>
<li>Evaluate environment artwork objectively and provide specific, actionable feedback through reviews, paintovers, blockouts, reference boards, documentation, or in-engine examples.</li>
</ul>
<p><strong>Production and Pipeline Development</strong></p>
<ul>
<li>Partner with Art Direction, Production, and Technical Art to define environment workflows that balance visual quality, scope, schedule, and technical requirements.</li>
<li>Identify artistic, technical, and production risks early and recommend practical solutions.</li>
<li>Help teams break down broad or incomplete direction into understandable tasks, milestones, priorities, and acceptance criteria.</li>
<li>Improve environment-art pipelines through reusable workflows, templates, documentation, example assets, and production standards.</li>
<li>Support planning and estimation by evaluating asset complexity, dependencies, staffing needs, and production risks.</li>
<li>Troubleshoot challenging issues related to asset construction, materials, world building, optimization, engine implementation, or content integration.</li>
<li>Help ensure environments meet project requirements for performance, memory, streaming, draw calls, shader complexity, collision, LODs, and platform limitations.</li>
</ul>
<p><strong>Team and Project Influence</strong></p>
<ul>
<li>Guide environment artists across internal teams, partner studios, and external development groups.</li>
<li>Mentor senior artists and emerging leads in artistic judgment, communication, planning, review practices, and decision-making.</li>
<li>Collaborate with Art Directors to maintain a consistent visual direction across teams and deliverables.</li>
<li>Participate in client meetings, milestone reviews, art reviews, and project-planning discussions when senior environment-art representation is needed.</li>
<li>Communicate risks, tradeoffs, priorities, and recommendations clearly to artistic and non-artistic stakeholders.</li>
<li>Help align teams working across different studios, disciplines, cultures, and time zones.</li>
<li>Support prototypes, art tests, project pitches, preproduction efforts, and early pipeline development.</li>
<li>Contribute to the continued growth of GameSim’s environment-art discipline through mentorship, hiring support, portfolio reviews, documentation, and capability planning.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Extensive professional experience in game development, real-time production, or a closely related field.</li>
<li>Multiple shipped games or comparable professional real-time projects.</li>
<li>A portfolio demonstrating exceptional environment-art quality and strong production judgment.</li>
<li>Expert understanding of composition, scale, proportion, visual hierarchy, shape language, material definition, lighting response, environmental storytelling, and scene cohesion.</li>
<li>Advanced experience creating modular environments, architecture, props, terrain, materials, and reusable asset systems.</li>
<li>Strong understanding of modeling, UVs, baking, texel density, trim sheets, tileable materials, decals, vertex blending, and real-time material workflows.</li>
<li>Professional experience developing environments in Unreal Engine or another modern real-time engine.</li>
<li>Strong understanding of environment optimization, including LODs, memory, streaming, draw calls, collision, shader complexity, and platform constraints.</li>
<li>Experience establishing visual benchmarks, environment pipelines, asset standards, or production workflows.</li>
<li>Demonstrated ability to solve complex artistic, technical, and production problems with limited supervision.</li>
<li>Experience guiding senior artists, leads, distributed teams, external partners, or vendors.</li>
<li>Ability to provide clear, constructive, and actionable artistic feedback.</li>
<li>Strong understanding of how to balance quality, scope, schedule, technical requirements, and available resources.</li>
<li>Strong written, verbal, presentation, and interpersonal communication skills.</li>
<li>Experience collaborating with Art Direction, Production, Technical Art, Design, Engineering, Lighting, VFX, and other development disciplines.</li>
<li>Ability to adapt to different projects, visual styles, engines, pipelines, and client expectations.</li>
<li>Comfort participating in client-facing discussions and representing environment-art decisions professionally.</li>
</ul>
<p><strong>Tools and Technical Experience</strong> Candidates should have advanced experience with a professional environment-art toolset. This may include:</p>
<ul>
<li>Maya, Blender, 3ds Max, or a comparable 3D content-creation package</li>
<li>ZBrush or an equivalent sculpting application</li>
<li>Substance 3D Painter and Substance 3D Designer</li>
<li>Photoshop or comparable image-editing software</li>
<li>Unreal Engine 5 or another modern real-time engine</li>
<li>Perforce or another production source-control system</li>
<li>Jira, Confluence, Miro, or comparable planning and documentation tools</li>
</ul>
<p><strong>Preferred Qualifications</strong></p>
<ul>
<li>Experience working in co-development, outsourcing, consulting, or work-for-hire game production.</li>
<li>Experience contributing to AAA PC or console titles.</li>
<li>Experience working across both realistic and stylized visual pipelines.</li>
<li>Experience supporting multiple projects or teams at a studio or discipline level.</li>
<li>Experience owning a level, biome, world region, or major environment feature from early planning through final delivery.</li>
<li>Experience with Unreal Engine systems such as World Partition, Nanite, virtual texturing, procedural content generation, landscape tools, material functions, Blueprints, or profiling tools.</li>
<li>Houdini experience involving procedural modeling, terrain generation, scattering, modular construction, or artist-facing tools.</li>
<li>Experience with foliage workflows, SpeedTree, photogrammetry, procedural generation, or organic-environment production.</li>
<li>Experience with lighting and post-processing sufficient to establish visual targets and diagnose presentation issues.</li>
<li>Familiarity with Python, editor scripting, automation, or technical-art tool development.</li>
<li>Experience contributing to project scoping, staffing recommendations, bidding, hiring, or portfolio evaluation.</li>
</ul>
<p><strong>Portfolio requirements</strong> Your portfolio must demonstrate:</p>
<ul>
<li>High-quality real-time environments with strong composition, scale, material definition, environmental storytelling, and scene cohesion.</li>
<li>Work presented in a commercial, proprietary, or modern real-time engine.</li>
<li>Clear explanations of your individual contribution, responsibilities, workflow, and production decisions.</li>
<li>Modular kits, reusable asset systems, trim-sheet workflows, material libraries, or scalable world-building solutions.</li>
<li>An understanding of optimization, maintainability, asset reuse, and production constraints.</li>
<li>At least one example in which you established or significantly influenced the visual quality bar for a scene, level, biome, or project.</li>
<li>The ability to work from concept art, reference, blockouts, design requirements, or incomplete creative direction.</li>
<li>Adaptability across different projects, genres, or visual styles.</li>
</ul>
<p><strong>How to apply</strong></p>
<ul>
<li>Resume + portfolio link required.</li>
<li>An art test may be required as part of the process.</li>
<li>Please include shipped-game credits or comparable professional project experience where applicable.</li>
</ul>
<p><strong>What&#39;s in it for you</strong></p>
<ul>
<li>Opportunities to contribute to a variety of projects, clients, genres, platforms, and visual styles.</li>
<li>The ability to influence environment-art quality and production practices across multiple teams.</li>
<li>Collaboration with experienced developers and studios across the Keywords Studios organization.</li>
<li>Professional-development and mentorship opportunities.</li>
<li>Flexible remote, hybrid, and in-office work arrangements where available.</li>
<li>3 weeks of paid leave</li>
<li>Benefits package including medical, dental and vision</li>
<li>Sick Leave</li>
<li>Disability Coverage</li>
<li>Corporate holidays</li>
<li>Professional Development</li>
</ul>
<p style="margin-top:24px;font-size:13px;color:#666;">XML job scraping automation by <a href="https://yubhub.co">YubHub</a></p>]]></description>
      <jobtype>Full-time</jobtype>
      <experiencelevel>senior</experiencelevel>
      <workarrangement>remote</workarrangement>
      <salaryrange>$120,000 CAD to $130,000 CAD</salaryrange>
      <skills>Unreal Engine, Maya, Blender, 3ds Max, ZBrush, Substance 3D Painter, Substance 3D Designer, Photoshop, Perforce, Jira, Confluence, Miro, World Partition, Nanite, virtual texturing, procedural content generation, landscape tools, material functions, Blueprints, profiling tools, Houdini, SpeedTree, photogrammetry, procedural generation, organic-environment production, Python, editor scripting, automation, technical-art tool development</skills>
      <category>Game Development</category>
      <industry>Game Development</industry>
      <employername>Keywords Studios</employername>
      <employerlogo></employerlogo>
      <employerdescription>Keywords Studios is a game development studio that partners with clients to build games across PC/console and a range of art styles.</employerdescription>
      <employerwebsite></employerwebsite>
      <compensationcurrency>CAD</compensationcurrency>
      <compensationmin>120000</compensationmin>
      <compensationmax>130000</compensationmax>
      <compensationinterval>yearly</compensationinterval>
      <applyto>https://yubhub.co/jobs/job_098fd79f-7b2/</applyto>
      <location>British Columbia, Canada</location>
      <city>British Columbia</city>
      <state></state>
      <postalcode></postalcode>
      <country>CA</country>
      <postedate>2026-10-25</postedate>
    </job>
    <job>
      <externalid>50d13828-6fe</externalid>
      <title>Compute Country Lead, Canada</title>
      <description><![CDATA[<p>Anthropic is scaling compute internationally , growing our footprint in new countries. We&#39;re hiring a Country Lead to be the single, accountable owner of our compute strategy in Canada: the person who leads a team of cross-functional experts driving site selection, leasing, energy, financing, government relations and policy, community engagement, construction, and operations.</p>
<p>Responsibilities:</p>
<ul>
<li>Own the end-to-end strategy and coordination for Anthropic&#39;s compute build-out in Canada, from initial site selection through construction and operations.</li>
<li>Serve as the primary point of accountability for cross-functional workstreams; leasing, financing, energy, government relations/policy, community engagement, construction, and operations.</li>
<li>Provide working leadership to the in-country cross-functional team, driving alignment and unblocking issues.</li>
<li>Represent Anthropic with government officials, utilities, energy providers, and other external stakeholders in Canada.</li>
<li>Build and maintain relationships within the Canadian government and the energy industry to support site, power, and policy outcomes.</li>
<li>Track progress and surface risks across parallel workstreams as the country&#39;s compute footprint scales from initial sites to multiple gigawatts.</li>
<li>Translate between Anthropic&#39;s global compute priorities and the specific regulatory, political, and market conditions in Canada.</li>
</ul>
<p>Requirements:</p>
<ul>
<li>Canadian national with established links into government and the energy industry strongly preferred.</li>
<li>Structured thinker with a track record of learning new domains quickly and going deep fast.</li>
<li>Excellent communicator, comfortable representing Anthropic to senior government, utility, and industry stakeholders.</li>
<li>Demonstrated ability to lead and coordinate cross-functional teams without direct line authority.</li>
<li>Hyper-organized and detail-oriented, with the ability to own multiple concurrent workstreams at once.</li>
<li>Comfortable with ambiguity; a problem solver who drives structure into undefined situations.</li>
<li>Background in energy, infrastructure, or a related sector.</li>
</ul>
<p style="margin-top:24px;font-size:13px;color:#666;">XML job scraping automation by <a href="https://yubhub.co">YubHub</a></p>]]></description>
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      <experiencelevel>senior</experiencelevel>
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      <skills>energy, infrastructure, government relations, policy, community engagement, construction, operations, large-scale infrastructure, datacenter development, capital-intensive projects, compute, cloud, datacenter industry</skills>
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      <industry>Technology</industry>
      <employername>Anthropic</employername>
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      <employerdescription>Anthropic creates reliable, interpretable, and steerable AI systems.</employerdescription>
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      <location>British Columbia, CAN</location>
      <city>British Columbia</city>
      <state>British Columbia</state>
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      <country>CA</country>
      <postedate>2026-08-11</postedate>
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