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  <jobs>
    <job>
      <externalid>4673f6f8-87f</externalid>
      <Title>Senior Motion Designer</Title>
      <Description><![CDATA[<p>We are looking for a versatile Senior Motion Designer to join the Brand Studio at Scale AI. This is an exciting opportunity to help evolve Scale&#39;s brand, creating dynamic visual narratives for brand storytelling, translating creative direction into animated content and videos across a wide range of initiatives.</p>
<p>The ideal candidate is scrappy, thrives in a fast-paced, dynamic environment, is willing to experiment, and has exceptionally strong design fundamentals. You will lead the end-to-end production of high-fidelity motion graphics, from initial concept to final rendering and delivery, dedicate time to research and development of new design concepts, experimenting with emerging motion trends and technologies to keep the brand at the forefront of the AI industry, develop and optimize motion workflows, including the integration of generative AI tools to improve team efficiency and output quality, apply a high degree of taste and rigorous design fundamentals to all experimental work, ensuring that even the most &quot;scrappy&quot; or innovative explorations maintain brand integrity, and translate complex technical data and AI concepts into compelling visual narratives that resonate with both developer communities and executive stakeholders.</p>
<p>Ideally you&#39;d have 5+ years of professional experience in motion design or creative production, ideally within a high-growth technology company, world-class agency, or culturally-defining brand, exceptional command of typography, color theory, and composition, proven ability to thrive in &quot;scrappy&quot; and ambiguous environments, managing rapid-fire R&amp;D alongside long-term strategic projects, and experience working in multidisciplinary teams and a track record of fostering a culture of continuous learning and mentorship.</p>
<p>Nice to haves include experience in node-based motion software such as TouchDesigner, Cavalry, 3D software experience in Cinema 4D, Blender, or Houdini, generative AI tooling, background in creative production, and experience working with global teams and managing remote collaborations.</p>
<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>hybrid</Workarrangement>
      <Salaryrange>$158,400-$198,000 USD</Salaryrange>
      <Skills>motion design, creative production, typography, color theory, composition, node-based motion software, TouchDesigner, Cavalry, 3D software, Cinema 4D, Blender, Houdini, generative AI tooling, experience in high-growth technology companies, world-class agencies, culturally-defining brands, multidisciplinary teams, continuous learning and mentorship</Skills>
      <Category>Design</Category>
      <Industry>Technology</Industry>
      <Employername>Scale AI</Employername>
      <Employerlogo>https://logos.yubhub.co/scale.com.png</Employerlogo>
      <Employerdescription>Scale AI develops AI systems for the world&apos;s most important decisions, providing high-quality data and full-stack technologies.</Employerdescription>
      <Employerwebsite>https://scale.com/</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://job-boards.greenhouse.io/scaleai/jobs/4650973005</Applyto>
      <Location>San Francisco, CA; New York, NY</Location>
      <Country></Country>
      <Postedate>2026-04-18</Postedate>
    </job>
    <job>
      <externalid>95061695-858</externalid>
      <Title>Director of Engineering, Media &amp; Entertainment (M&amp;E)</Title>
      <Description><![CDATA[<p>CoreWeave is seeking a Director of Engineering, Media &amp; Entertainment (M&amp;E) to lead the development of next-generation cloud platforms and tools that power modern content creation workflows. This role will drive the engineering strategy and execution for solutions that support visual effects (VFX), animation, rendering, and post-production pipelines used by studios, artists, and creative teams worldwide.</p>
<p>As a senior engineering leader, you will build and lead high-performing engineering teams responsible for designing scalable infrastructure, developer tools, and user-facing systems that enable creative professionals to run complex production workloads in the cloud. You will collaborate closely with product, design, infrastructure, and customer teams to translate real-world production workflows into reliable, high-performance software platforms.</p>
<p>This role combines deep engineering leadership with domain expertise in M&amp;E workflows, ensuring that the platform delivers exceptional performance, reliability, and usability for demanding creative workloads.</p>
<p><strong>Leadership &amp; Strategy</strong></p>
<p>-Build and scale high-performing engineering teams focused on cloud platforms for media production workloads including rendering, simulation, and content processing. -Recruit, mentor, and develop engineering managers and senior engineers while fostering a culture of innovation, accountability, and collaboration. -Define and execute the long-term engineering strategy for Media &amp; Entertainment products and services. -Partner with Product and Design leaders to translate industry workflows and customer needs into scalable platform capabilities. -Establish engineering best practices for reliability, security, observability, and operational excellence. -Drive roadmap alignment between engineering initiatives and strategic business objectives.</p>
<p><strong>Technical Leadership</strong></p>
<p>-Lead the design and development of scalable backend services, APIs, and developer interfaces that power M&amp;E cloud workflows. -Build platforms that support demanding workloads such as rendering, asset processing, and distributed compute pipelines. -Drive architecture decisions for cloud-native systems leveraging technologies such as Kubernetes, distributed services, and infrastructure-as-code. -Ensure the platform enables self-service provisioning, automation, and repeatable workflows for production pipelines. -Establish engineering standards around performance, scalability, and security for enterprise-grade SaaS/PaaS systems. -Oversee system reliability and operational readiness through clear SLOs, monitoring, and runbook-driven on-call practices.</p>
<p><strong>Product &amp; Workflow Collaboration</strong></p>
<p>-Work closely with product leadership to define technical requirements aligned with real customer workflows in animation, VFX, and media production. -Engage directly with studios, artists, and technical directors to understand pipeline challenges and incorporate feedback into product development. -Translate industry needs into clear engineering priorities and technical roadmaps. -Guide development teams through product milestones including specification, development, testing, and release. -Ensure engineering efforts balance customer requirements, technical feasibility, and business goals.</p>
<p>Customer and industry collaboration is critical in identifying workflow needs and transforming them into actionable development plans for engineering teams.</p>
<p><strong>Operational Excellence</strong></p>
<p>-Implement engineering processes that support scalable development, including CI/CD pipelines, testing strategies, and code review standards. -Manage development timelines and resource allocation across multiple engineering teams. -Track key operational and customer metrics including performance, reliability, and cost efficiency. -Drive continuous improvement in engineering productivity and system performance. -Partner with QA, support, and customer success teams to ensure high-quality releases and strong user satisfaction.</p>
<p><strong>Who You Are:</strong></p>
<p><strong>Required Qualifications</strong></p>
<p>-10+ years of software engineering experience, including leadership of engineering teams and managers -Proven experience building and scaling cloud-based platforms or distributed systems. -Strong understanding of cloud infrastructure, microservices architecture, and automation technologies. -Experience delivering enterprise SaaS or PaaS products used by external customers. -Excellent leadership, communication, and cross-functional collaboration skills. -Ability to operate strategically while remaining deeply technical and hands-on with architecture decisions.</p>
<p><strong>Preferred Qualifications</strong></p>
<p>-Experience building platforms or tools for Media &amp; Entertainment workflows such as VFX, animation, rendering, or post-production pipelines. -Familiarity with industry tools such as Maya, Houdini, Katana, Cinema 4D, V-Ray, Arnold, or RenderMan. -Experience designing APIs, developer platforms, or automation frameworks used by technical users. -Knowledge of GPU-accelerated compute workloads and distributed rendering systems. -Experience working with Kubernetes, infrastructure-as-code, and large-scale cloud environments.</p>
<p><strong>What Success Looks Like</strong></p>
<p>-Engineering teams delivering reliable, scalable platforms used by media studios and creative teams globally. -Clear alignment between product vision, customer workflows, and engineering execution. -Platforms capable of supporting large-scale production workloads with high performance and reliability. -Strong engineering culture focused on innovation, collaboration, and operational excellence.</p>
<p>Wondering if you’re a good fit? We believe in investing in our people, and value candidates who can bring their own diversified experiences to our teams – even if you aren&#39;t a 100% skill or experience match.</p>
<p><strong>Why CoreWeave?</strong></p>
<p>At CoreWeave, we work hard, have fun, and move fast! We’re in an exciting stage of hyper-growth that you will not want to miss out on. We’re not afraid of a little chaos, and we’re constantly learning. Our team cares deeply about how we build our product and how we work together, which is represented through our core values:</p>
<p>-Be Curious at Your Core -Act Like an Owner -Empower Employees -Deliver Best-in-Class Client Experiences -Achieve More Together</p>
<p>We support and encourage an entrepreneurial outlook and independent thinking. We foster an environment that encourages collaboration and provides the opportunity to develop innovative solutions to complex problems. As we get set for take off, the growth opportunities within the organization are constantly expanding. You will be surrounded by some of the best talent in the industry, who will want to learn from you, too. Come join us!</p>
<p>The base salary range for this role is $206,000 to $303,000. The starting salary will be determined based on job-related knowledge, skills, experience, and market location. We strive for both market alignment and internal equity when determining compensation.</p>
<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>hybrid</Workarrangement>
      <Salaryrange>$206,000 - $303,000</Salaryrange>
      <Skills>Cloud infrastructure, Microservices architecture, Automation technologies, Enterprise SaaS or PaaS products, Leadership, Communication, Cross-functional collaboration, Strategic decision-making, Media &amp; Entertainment workflows, VFX, animation, rendering, or post-production pipelines, Industry tools such as Maya, Houdini, Katana, Cinema 4D, V-Ray, Arnold, or RenderMan, APIs, developer platforms, or automation frameworks, GPU-accelerated compute workloads and distributed rendering systems, Kubernetes, infrastructure-as-code, and large-scale cloud environments</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>CoreWeave</Employername>
      <Employerlogo>https://logos.yubhub.co/coreweave.com.png</Employerlogo>
      <Employerdescription>CoreWeave is a cloud computing company that provides a platform for artificial intelligence (AI) and machine learning (ML) workloads.</Employerdescription>
      <Employerwebsite>https://www.coreweave.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://job-boards.greenhouse.io/coreweave/jobs/4666156006</Applyto>
      <Location>Livingston, NJ / New York, NY / San Francisco, CA / Sunnyvale, CA / Bellevue, WA</Location>
      <Country></Country>
      <Postedate>2026-04-18</Postedate>
    </job>
    <job>
      <externalid>3a7e27c3-92a</externalid>
      <Title>Pipeline Engineer (Graphics/3D)</Title>
      <Description><![CDATA[<p>We are building a production-grade web application for 3D Gaussian Splat scene generation, editing, and publishing. We&#39;re looking for a Pipeline Engineer to help integrate cutting-edge research features and make them reliable, debuggable, and delightful to use.</p>
<p>This is a high-ownership, fullstack-but-backend-heavy role that sits between R&amp;D and frontend. You will work end-to-end across graphics/ML algorithms, backend services, and frontend UI , turning proof-of-concepts into shipped features that users can rely on. The ideal candidate enjoys making complex, messy systems work smoothly in production and improving them continuously based on both internal testing and external user feedback.</p>
<p><strong>Key Responsibilities</strong></p>
<ul>
<li>Bridge research and product by working closely with both graphics/computer vision researchers and frontend engineers to ship usable features.</li>
<li>Turn standalone Python scripts into clean, production-ready systems with clear inputs, outputs, validations, and failure modes.</li>
<li>Develop backend services, APIs, and tooling that expose complex 3D workflows in a reliable and scalable way.</li>
<li>Assist in integrations across the 3D ecosystem, including asset import/export and format conversion with common DCC tools.</li>
</ul>
<p><strong>Ideal Candidate Profile</strong></p>
<ul>
<li>You have a strong pipeline mindset, with experience turning scripts into production systems with clear inputs, outputs, validations, and failure modes.</li>
<li>You enjoy building tools and infrastructure that enable others, and you take pride in making complex systems understandable and usable.</li>
<li>You have fluency in the 3D ecosystem, including familiarity with 3D algorithms, DCC tools and common 3D file formats, sufficient to design integrations and debug workflow issues.</li>
</ul>
<p><strong>Minimum Qualifications</strong></p>
<ul>
<li>Strong proficiency in Python, including packaging, typing, tooling, debugging, and performance profiling.</li>
<li>Strong literacy in core 3D graphics and computer vision concepts, such as transforms, cameras, coordinate systems, rendering, and visual artifact debugging.</li>
<li>Demonstrated experience taking prototypes to production, including refactoring, testing, CI/CD, versioned artifacts, and reproducibility.</li>
<li>Solid backend fundamentals, including HTTP APIs, FastAPI (or similar frameworks), async/concurrency basics, cloud deployment, and service reliability.</li>
</ul>
<p><strong>Strongly Preferred / Nice-to-Haves</strong></p>
<ul>
<li>Experience with photogrammetry, 3D reconstruction, or Gaussian splat rendering pipelines.</li>
<li>Hands-on experience with DCC tools such as Blender, Maya, Houdini, Unreal, or Unity.</li>
<li>Familiarity with the GPU stack (CUDA, PyTorch), batch/queue systems, and containerization (Docker, Kubernetes).</li>
<li>Frontend adjacency, with comfort collaborating on React-based parameter plumbing and UX for technical controls.</li>
<li>Experience with production pipelines at VFX, animation, or gaming studios.</li>
<li>A production support mindset, including willingness to iterate on documentation, tutorials, and error messages to improve usability and reduce misuse.</li>
</ul>
<p><strong>Example Projects You Might Work On</strong></p>
<ul>
<li>Packaging ML and 3D Python pipelines into GPU-backed FastAPI services with request validation, reproducible outputs, and well-defined request/response schemas.</li>
<li>Designing parameter schemas and defaults that map cleanly from frontend controls to backend APIs and internal pipeline configurations.</li>
<li>Integrating import/export workflows with popular DCC tools (e.g., Blender, Maya, Houdini, Unity, Unreal, USD), identifying workflow friction, and producing lightweight documentation, tutorials, and example code/scripts to help users succeed.</li>
</ul>
<p><strong>Who You Are</strong></p>
<ul>
<li>Fearless Innovator: We need people who thrive on challenges and aren&#39;t afraid to tackle the impossible.</li>
<li>Resilient Builder: Impacting Large World Models isn&#39;t a sprint; it&#39;s a marathon with hurdles. We&#39;re looking for builders who can weather the storms of groundbreaking research and come out stronger.</li>
<li>Mission-Driven Mindset: Everything we do is in service of creating the best spatially intelligent AI systems, and using them to empower people.</li>
<li>Collaborative Spirit: We&#39;re building something bigger than any one person. We need team players who can harness the power of collective intelligence.</li>
</ul>
<p>We&#39;re hiring the brightest minds from around the globe to bring diverse perspectives to our cutting-edge work. If you&#39;re ready to work on technology that will reshape how machines perceive and interact with the world - then World Labs is your launchpad.</p>
<p>Join us, and let&#39;s make history together.</p>
<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>Python, 3D graphics, computer vision, FastAPI, HTTP APIs, async/concurrency basics, cloud deployment, service reliability, photogrammetry, 3D reconstruction, Gaussian splat rendering, Blender, Maya, Houdini, Unreal, Unity, GPU stack, batch/queue systems, containerization, React-based parameter plumbing, UX for technical controls, production pipelines, VFX, animation, gaming studios</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>World Labs</Employername>
      <Employerlogo>https://logos.yubhub.co/worldlabs.ai.png</Employerlogo>
      <Employerdescription>World Labs builds foundational world models that can perceive, generate, reason, and interact with the 3D world.</Employerdescription>
      <Employerwebsite>https://www.worldlabs.ai/</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://job-boards.greenhouse.io/worldlabs/jobs/4093035009</Applyto>
      <Location>San Francisco</Location>
      <Country></Country>
      <Postedate>2026-04-17</Postedate>
    </job>
    <job>
      <externalid>ba274c8f-d94</externalid>
      <Title>Brand Designer</Title>
      <Description><![CDATA[<p>We&#39;re looking for a Brand Designer to join our team and shape the entire Fuse brand experience. As our first Brand Designer, you&#39;ll design best-in-class visual and brand experiences that bring the idea of energy abundance to life.</p>
<p>Responsibilities:</p>
<p>Design best-in-class visual and brand experiences that bring the idea of energy abundance to life.</p>
<ul>
<li><p>Build and evolve Fuse&#39;s brand system, including typography, color, iconography, illustration, and motion.</p>
</li>
<li><p>Define the visual language for web and mobile, shaping UI components, interaction states, and scalable patterns.</p>
</li>
<li><p>Extend the brand across digital, motion, hardware interfaces, packaging, and print.</p>
</li>
<li><p>Establish messaging principles, tone guidelines, content patterns, and microcopy standards for consistent communication.</p>
</li>
</ul>
<p>As our first Brand Designer, you&#39;ll shape the entire Fuse brand experience.</p>
<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>mid</Experiencelevel>
      <Workarrangement>remote</Workarrangement>
      <Salaryrange>Competitive salary and an equity sign-on bonus</Salaryrange>
      <Skills>Figma, Typography, Color, Composition, Motion, Visual storytelling, 3D (C4D, Houdini, compositing), Illustration, Copywriting, Photography</Skills>
      <Category>Design</Category>
      <Industry>Technology</Industry>
      <Employername>Fuse Energy</Employername>
      <Employerlogo>https://logos.yubhub.co/view.com.png</Employerlogo>
      <Employerdescription>Fuse Energy is building a vertically integrated renewable energy major, combining energy generation, real-time power trading, and consumer products that reward users for smart energy usage.</Employerdescription>
      <Employerwebsite>https://jobs.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://jobs.workable.com/view/hQQHp5E6nA3A6ULuZaQqLz/remote-brand-designer-in-london-at-fuse-energy</Applyto>
      <Location>London</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>eddc388c-892</externalid>
      <Title>Environment Artist - EA Sports UFC</Title>
      <Description><![CDATA[<p><strong>Environment Artist - EA SPORTS UFC</strong></p>
<p>We&#39;re seeking an Environment Artist to join our team at EA Sports UFC. As an Environment Artist, you will be responsible for creating high-quality, visually stunning environments that bring the world of MMA to life.</p>
<p><strong>What You&#39;ll Do</strong></p>
<ul>
<li>Create high-quality benchmark content, from hero assets to fully realized arenas and fight spaces</li>
<li>Build cinematic, physically authentic environments that enhance gameplay and presentation</li>
<li>Translate concept art and real-world reference into modular, production-ready assets</li>
<li>Execute high-poly to low-poly workflows with strong optimization awareness</li>
<li>Craft realistic PBR materials, including authoring your own materials when needed</li>
<li>Collaborate closely with Art Direction, Lighting, Design, VFX, Tech Art, and Engineering</li>
</ul>
<p><strong>What You Bring</strong></p>
<ul>
<li>6+ years of experience in Film, entertainment or relevant industries</li>
<li>Strong proficiency in Maya</li>
<li>Experience working in modern game engines (Unreal, Frostbite, Unity, or similar)</li>
<li>Advanced skills in Substance Painter</li>
<li>Experience with ZBrush and Photoshop</li>
<li>Understanding of realistic PBR workflows</li>
</ul>
<p><strong>Nice to Have</strong></p>
<ul>
<li>Substance Designer, Houdini, Terrain tools (World Machine), After Effects, scripting knowledge, matte painting/image manipulation experience</li>
</ul>
<p><strong>Artistic &amp; Creative Strength</strong></p>
<ul>
<li>High Quality high poly modelling and materials</li>
<li>Ability to create believable physical wear, surface breakup, and environmental storytelling</li>
<li>Exceptional eye for lighting, composition, scale, and material realism</li>
<li>Strong sense of cinematic presentation and broadcast authenticity</li>
</ul>
<p><strong>Ownership &amp; Collaboration</strong></p>
<ul>
<li>Ability to own and drive features independently with environment and team support when needed</li>
<li>Proactive communicator with leads and teammates</li>
<li>Self-organized, capable of tracking tasks and delivering on schedule</li>
</ul>
<p><strong>Mindset</strong></p>
<ul>
<li>Positive, consistent, and adaptable</li>
<li>Passionate about your craft and pushing visual quality</li>
<li>Open to feedback and continuous improvement</li>
<li>Curious, growth-oriented, and proactive in solving challenges</li>
</ul>
<p><strong>Portfolio</strong></p>
<ul>
<li>High-fidelity environment work with strong material execution</li>
<li>Examples demonstrating ownership from concept to final</li>
<li>Cinematic composition and believability</li>
</ul>
<p><strong>Pay Transparency - North America</strong></p>
<p>The ranges listed below are what EA in good faith expects to pay applicants for this role in these locations at the time of this posting. If you reside in a different location, a recruiter will advise on the applicable range and benefits. Pay offered will be determined based on a number of relevant business and candidate factors (e.g. education, qualifications, certifications, experience, skills, geographic location, or business needs).</p>
<p><strong>PAY RANGES</strong></p>
<ul>
<li>British Columbia (depending on location e.g. Vancouver vs. Victoria) $91,100 - $126,900 CAD</li>
</ul>
<p>Pay is just one part of the overall compensation at EA.</p>
<p>For Canada, we offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, paid top-up to EI/QPIP benefits up to 100% of base salary when you welcome a new child (12 weeks for maternity, and 4 weeks for parental/adoption leave), extended health/dental/vision coverage, life insurance, disability insurance, retirement plan to regular full-time employees. Certain roles may also be eligible for bonus and equity.</p>
<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>hybrid</Workarrangement>
      <Salaryrange>$91,100 - $126,900 CAD</Salaryrange>
      <Skills>Maya, Unreal, Frostbite, Unity, Substance Painter, ZBrush, Photoshop, PBR workflows, Substance Designer, Houdini, Terrain tools (World Machine), After Effects, scripting knowledge, matte painting/image manipulation experience</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Electronic Arts</Employername>
      <Employerlogo>https://logos.yubhub.co/jobs.ea.com.png</Employerlogo>
      <Employerdescription>Electronic Arts is a leading video game developer and publisher with a portfolio of iconic brands, including EA Sports UFC. The company has a global presence with locations around the world.</Employerdescription>
      <Employerwebsite>https://jobs.ea.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://jobs.ea.com/en_US/careers/JobDetail/Environment-Artist-2/212819</Applyto>
      <Location>Vancouver</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>c52d39d9-8ba</externalid>
      <Title>VFX Artist</Title>
      <Description><![CDATA[<p>We&#39;re currently looking for AAA, experienced VFX Artists to join our team in South East Asia. This is a permanent, full-time position. As a VFX Artist at Keywords Studios, you will make a significant and direct contribution to the creation of bespoke, original and industry-leading VFX for AAA console titles.</p>
<p>Your work will be seen across many of the top-selling titles on console and PC. You will partner closely with the technical teams to deliver an efficient, stable, state-of-the-art VFX pipeline and consistently strive for excellence that demonstrates work at the cutting edge.</p>
<p>Responsibilities</p>
<ul>
<li>Creates set piece events, ambient and gameplay-related VFX that give each product unique character.</li>
<li>Pre-visualises and prototypes cutting-edge VFX techniques.</li>
<li>Documents and communicates clear technical guidelines for VFX creation and real-time implementation to the team.</li>
<li>Maintains and communicates a strong knowledge of innovative game production technologies and the capabilities/limitations of these technologies as they relate to the project goals.</li>
</ul>
<p>Requirements</p>
<ul>
<li>At least 2+ years&#39; production experience as a VFX artist in the games industry working on cutting-edge AAA console titles.</li>
<li>Advanced skills in games development software such as Maya &amp; games engines.</li>
<li>Understanding of shaders and the rendering pipeline as it relates to VFX.</li>
<li>Previous experience with or understanding of Houdini, a distinct advantage.</li>
<li>In-depth knowledge of VFX principals and good sense of timing and staging.</li>
<li>To be a creative thinker and problem solver with excellent communication skills.</li>
<li>Have the ability and willingness to accept and follow directions, and to collaborate productively with others.</li>
</ul>
<p>Benefits</p>
<ul>
<li>Only those with relevant working rights for Malaysia, and Indonesia will be considered.</li>
<li>Sponsorship and relocation is not being offered as part of this package.</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>VFX, Maya, games engines, shaders, rendering pipeline, Houdini</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Keywords Studios</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>Keywords Studios is a global leader providing art services to AAA Publishers.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/C16C4C6CF7</Applyto>
      <Location></Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>bc5b0a3e-24c</externalid>
      <Title>Senior VFX Artist - GameSim - Talent Pipeline</Title>
      <Description><![CDATA[<p><strong>Senior VFX Artist Role</strong></p>
<p>We&#39;re seeking a Senior VFX Artist to join our team. As a senior, production-focused role, you&#39;ll create game-ready real-time VFX end-to-end: texturing/materials → particle effects → implementation in a proprietary or commercial engine.</p>
<p><strong>Responsibilities</strong></p>
<ul>
<li>Create custom real-time visual effects and implement them in engine (UE5, Unity, or proprietary).</li>
<li>Create all necessary textures and materials; maintain clean, readable graphs and parameterization.</li>
<li>Utilize additional software tools like Photoshop, Blender, Houdini, or Maya as needed.</li>
<li>Understand complex material setups, blueprints, or scripting hooks; troubleshoot issues and partner with Tech Art/Engineering.</li>
<li>Own optimization fundamentals: budgets, overdraw, particle counts, memory/perf constraints, and console targets.</li>
<li>Set quality bar, provide clear reviews/paintovers, and guide VFX execution for small pods or strike teams.</li>
<li>Proactively identify risks (missing hooks, perf spikes, unclear direction), propose solutions, and escalate early.</li>
<li>Collaborate closely with Designers, Concept Artists, and the Art Director; partner with Tech Art/Engineering as needed.</li>
<li>Support client-facing communication when required: clarify requirements, share WIP, and align on “definition of done.”</li>
<li>Assign tasks, set short-term priorities, and maintain a healthy backlog.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Minimum 8-years of professional game industry experience with at least one shipped title.</li>
<li>Proven end-to-end real-time VFX workflow experience working in-engine implementation in Unreal Engine 4 or 5 and Niagara.</li>
<li>Strong particle animation fundamentals and shape language (readability, timing, impact).</li>
<li>Strong material and texture creation skills in Photoshop and/or Substance Designer.</li>
<li>Demonstrated optimization knowledge (particle counts, overdraw budgets, performance constraints).</li>
<li>Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.</li>
<li>Experience mentoring or leading other artists (formal lead role not required, but leadership behaviors are).</li>
<li>Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).</li>
<li>Work options are flexible: remote / hybrid / onsite.</li>
</ul>
<p><strong>Nice-to-have</strong></p>
<ul>
<li>Houdini experience.</li>
<li>Substance Designer experience.</li>
<li>EmberGen experience.</li>
<li>Unity experience.</li>
<li>Scripting or coding skills (C#, Python, etc.).</li>
<li>2D or 3D animation skills.</li>
<li>Versatility across stylized and realistic work; foliage/atmospherics experience.</li>
<li>Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules).</li>
</ul>
<p><strong>Portfolio requirements</strong></p>
<p>Your portfolio must include:</p>
<ul>
<li>Run-time VFX assets with strong readability and clearly understandable elements.</li>
<li>Strong material definition and texture work (clean, readable, well-constructed).</li>
<li>Evidence of fundamentals: composition, mood, readability, color choices, animation timing, and understanding of natural energies (fire, water, smoke, etc.).</li>
<li>At least one example shown in a real-time context implemented in-game (video of the effect happening during gameplay).</li>
<li>Bonus (strongly preferred): an example showing leadership impact—before/after mentorship, a small set of effects kept consistent across a style bar, or breakdowns/templates you built.</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 4 or 5, Niagara, Particle animation fundamentals, Material and texture creation skills in Photoshop and/or Substance Designer, Optimization knowledge (particle counts, overdraw budgets, performance constraints), Leadership-level communication, Experience mentoring or leading other artists, Houdini experience, Substance Designer experience, EmberGen experience, Unity experience, Scripting or coding skills (C#, Python, etc.), 2D or 3D animation skills, Versatility across stylized and realistic work; foliage/atmospherics experience, Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules)</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>GameSim</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/7F69CE7B14</Applyto>
      <Location>British Columbia, Canada</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>7a5a2671-1cb</externalid>
      <Title>Senior Technical Artist</Title>
      <Description><![CDATA[<p>We are seeking a highly skilled and experienced Senior Technical Artist to join our team. As a Senior Technical Artist, you will be responsible for providing technical leadership to our growing team of TAs, solving complex technical problems, overseeing the technical aspects of our projects, and ensuring that our client&#39;s quality standards are met.</p>
<p><strong>Duties and Responsibilities</strong></p>
<ul>
<li>Work closely with both the production team and clients to understand project requirements and develop technical strategies to meet project goals</li>
<li>Develop and maintain efficient production pipelines and workflows for character art, character animation, prop creation, and environment creation</li>
<li>Develop custom tools, plugins, and scripts to improve the efficiency of the art production pipeline</li>
<li>Provide technical direction and support to artists and animators to ensure that projects meet quality standards and are completed on time</li>
<li>Write documentation on technical art creation processes and guide artists on best practices</li>
<li>Conduct research and development to identify and implement new tools and techniques that can improve production efficiency and quality</li>
<li>Collaborate with other TAs and IT personnel to ensure smooth integration of software and hardware systems</li>
<li>Manage technical aspects of projects, including identifying and mitigating potential technical risks and issues</li>
<li>Mentor and train TAs, developing their skills and helping to build a strong technical team</li>
<li>Participate in project planning and estimation processes</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>At least 20 years of experience in the game, animation, or VFX industry, with at least 10 years&#39; experience in games, fulfilling a technical role</li>
<li>Proficiency in one or more programming languages, ideally Python</li>
<li>Strong knowledge of Windows, such as the command line, batch scripting &amp; general troubleshooting</li>
<li>Strong knowledge of industry-standard software and tools, such as Blender, Maya, Houdini, ZBrush, Photoshop, Substance Designer/Painter, and Unity/Unreal Engine</li>
<li>Experience with art production pipelines and workflows for game development</li>
<li>Experience with version control systems, such as P4, Git, or SVN</li>
<li>Experience with multiple game genres and platforms</li>
<li>Excellent problem-solving skills and ability to find creative solutions to technical challenges</li>
<li>Strong communication and collaboration skills, with the ability to work effectively in a team environment</li>
<li>Fluent in English</li>
</ul>
<p><strong>Benefits</strong></p>
<ul>
<li>Social Insurance and Housing Fund</li>
<li>Annual Leave</li>
<li>Thirteenth salary</li>
<li>Medical Check-up</li>
<li>Free shuttle</li>
<li>EAP Program</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>onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>Python, Windows, Blender, Maya, Houdini, ZBrush, Photoshop, Substance Designer/Painter, Unity/Unreal Engine, P4, Git, SVN</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Keywords Studios</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>Keywords Studios is a global technology company that provides services to the video game industry. It has a large team of developers and artists working on various projects.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/DAF8862DBF</Applyto>
      <Location>Beijing</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>cc9a2042-aaf</externalid>
      <Title>Senior Technical Animator</Title>
      <Description><![CDATA[<p>As a Senior Technical Animator, you will work alongside and support the Animation Team creating character, vehicle, weapon rigs and tools needed to support a creative and efficient production pipeline.</p>
<p>Your main responsibilities will include creating and debugging character/prop rigs for various projects, character skinning or skinning direction, coordinating with character artists and animators, taking feedback on rigs and identifying areas to improve the creation of animation content, collaborating with technical team for scripting/plugin help when needed, character/animation project planning, staying up to date on latest rigging/animation methods/workflow, and animator efficiency, helping develop and maintain character facial rigs to support facial animation pipelines, and participating in and supervising integration of the animation assets into the game engine.</p>
<p>To be successful in this role, you must be proficient in Maya &amp; Max, have experience with IK/FK blending, spline controls, expressions, animator-friendly control setups, facial rigging (joint based &amp; blendshapes), animation clip &amp; pose library creation/sharing, and have a passion for animation, be organized, and have a team player spirit. It is also preferred that you have experience with MotionBuilder, Houdini KineFX, and game engine (Unreal, Unity, etc).</p>
<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>onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>Maya, Max, IK/FK blending, spline controls, expressions, animator-friendly control setups, facial rigging, animation clip &amp; pose library creation/sharing, MotionBuilder, Houdini KineFX, game engine (Unreal, Unity, etc)</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Keywords Studios</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>Keywords Studios is a global software development company that provides services to the video game industry. It has a large team of developers and artists working on various projects.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/D6079F4897</Applyto>
      <Location>Beijing</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>29b6d2bd-187</externalid>
      <Title>Senior Environment Artist</Title>
      <Description><![CDATA[<p>We&#39;re seeking a Senior Environment Artist to join our team! As a senior, production-focused role with leadership responsibility, you&#39;ll create game-ready environment art end-to-end: planning and kit strategy → modeling → materials/textures → set dressing → implementation in a proprietary or commercial engine. You&#39;ll set a quality bar, establish standards, run reviews, direct workflows, help align environment art across teams and client expectations, mentor other artists, and proactively unblock production.</p>
<p><strong>90-day success looks like</strong></p>
<p>Within your first 90 days, you&#39;ll work effectively and efficiently in UE5, or quickly ramp up in a proprietary engine and deliver high-quality work within its constraints. You&#39;ll deliver a set of polished, shippable environment content (a modular kit, hero set, or key scene slice) that matches the project&#39;s art direction and performance targets. You&#39;ll establish trust as a senior: provide clear feedback, create reusable examples/templates, and improve team consistency and throughput. You&#39;ll identify environment risks early (scope, workflow gaps, perf constraints) and propose practical solutions with Art Direction, Tech Art, and Production.</p>
<p><strong>Day-to-day responsibilities</strong></p>
<ul>
<li>Create high-quality environment assets and scenes (architecture, organic environment, kits, hero props, set dressing) built for real-time performance.</li>
<li>Drive material quality: trim sheets, tileables, layered materials, vertex blends, and reusable material functions as appropriate.</li>
<li>Own scene/asset optimization: LOD strategy, streaming considerations, draw calls, memory, lightmap constraints, and platform targets.</li>
<li>Lead execution for a small pod or strike team: break down tasks, set short-term priorities, and keep deliverables moving.</li>
<li>Provide reviews and mentorship: actionable notes, paintovers/blockouts as needed, and consistent standards for “definition of done.”</li>
<li>Collaborate cross-discipline (Design, Lighting, Tech Art, Engineering) to ensure environments support gameplay readability and performance.</li>
<li>Support client-facing communication when needed: clarify requirements, share WIP, align on standards, and reduce rework through early alignment.</li>
<li>Contribute to pipeline/process improvements: naming conventions, template scenes, kit documentation, and onboarding guides.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Minimum 8-years of professional game industry experience with at least one shipped title.</li>
<li>Experience working with industry standard tools such as Maya, 3DS Max, Blender, Substance Painter, Substance Designer, ZBrush, etc</li>
<li>Proven experience shipping or delivering real-time environment work in Unreal Engine 4 or 5.</li>
<li>Strong environment art fundamentals: composition, mood, scale, material definition, and cohesion.</li>
<li>Strong modeling skills (architectural/modular, hard-surface, and organic); solid UV and baking fundamentals.</li>
<li>Strong texturing/material skills (Photoshop + Substance Painter; Designer/trim workflows strongly preferred).</li>
<li>Demonstrated optimization knowledge (LODs, texel density, streaming, draw calls, memory budgets).</li>
<li>Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.</li>
<li>Experience mentoring or guiding other artists (formal lead title not required, but leadership behaviors are).</li>
<li>Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).</li>
<li>Work options are flexible: remote / hybrid / onsite.</li>
</ul>
<p><strong>Nice-to-have</strong></p>
<ul>
<li>Houdini experience (procedural kits, scattering, tools).</li>
<li>Foliage/organic workflows (SpeedTree, ZBrush, photogrammetry).</li>
<li>Lighting/post-process experience (can support look targets and debug scene issues).</li>
<li>Experience owning a small slice of a level/biome from planning to delivery.</li>
<li>Comfort working across stylized and realistic pipelines; strong reference analysis skills.</li>
<li>Scripting/tooling familiarity (Python, editor scripting, or simple pipeline automation).</li>
</ul>
<p><strong>Portfolio requirements</strong></p>
<p>Your portfolio must include:</p>
<ul>
<li>Real-time environments showing strong composition, material definition, and scene cohesion.</li>
<li>Evidence of production thinking: modularity, reuse, consistency, and optimization awareness.</li>
<li>At least one in-engine example (video walkthrough or gameplay capture preferred).</li>
<li>Bonus (strongly preferred): evidence of leadership impact—mentorship examples, consistent kits built across multiple assets, documentation/templates, or before/after improvements.</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|hybrid|onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>Maya, 3DS Max, Blender, Substance Painter, Substance Designer, ZBrush, Unreal Engine 4, Unreal Engine 5, environment art, modeling, texturing, optimization, Houdini, foliage/organic workflows, lighting/post-process experience, scripting/tooling familiarity</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>GameSim</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/B7D991C89A</Applyto>
      <Location>Orlando, FL</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>3ef7f1ed-43f</externalid>
      <Title>3D Generalist</Title>
      <Description><![CDATA[<p>We&#39;re seeking a mid-level 3D Generalist to join our team. As a 3D Generalist, you&#39;ll create environment content end-to-end: modeling → texturing/materials → implementation in a proprietary engine. This role is hands-on and production-focused: you&#39;ll be trusted to take a set of concepts and art direction and turn them into finished, performant, real-time environments.</p>
<p><strong>90-day success looks like</strong></p>
<p>Within your first 90 days, you&#39;ll learn a proprietary engine quickly and work effectively inside its constraints. You&#39;ll deliver a complete environment area (assets + assembly + materials) that matches concept and art direction. You&#39;ll do it with minimal supervision, asking smart questions early, and communicating progress clearly.</p>
<p><strong>Day-to-day responsibilities</strong></p>
<ul>
<li>Create custom environment assets and assemble environment areas (this is not primarily modular kit-building).</li>
<li>Model and texture organic environment assets (rock walls, cliffs, tree roots, terrain-like forms) plus hard-surface props.</li>
<li>Author high-quality materials in Substance 3D and apply them effectively in-engine.</li>
<li>Understand shader concepts well enough to work within limits, troubleshoot issues, and collaborate with Tech Art/Engineering.</li>
<li>Own optimization fundamentals: budgets, LODs, performance constraints, and console targets.</li>
<li>Proactively problem-solve, communicate clearly, and contribute to a healthy team culture.</li>
<li>Collaborate closely with the Environment Lead and Art Director; partner with Tech Art/Engineering as needed.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Minimum 2-years of professional game industry experience working in a stylized realism art style.</li>
<li>Strong environment modeling skills in Maya and/or Blender experience.</li>
<li>Strong material creation skills in Substance 3D and Zbrush.</li>
<li>Proven end-to-end environment workflow experience (modeling through in-engine implementation in Unreal Engine 4 or 5).</li>
<li>Demonstrated optimization knowledge (LODs, budgets, constraints).</li>
<li>Clear written and verbal communication; strong collaboration habits.</li>
<li>Can work Eastern (ET) core hours with possible overlap hours with Pacific (PT)</li>
<li>Work options are flexible: remote / hybrid / onsite.</li>
</ul>
<p><strong>Nice-to-have</strong></p>
<ul>
<li>Houdini experience.</li>
<li>Technical art skills (tools, shader work, pipeline problem solving).</li>
<li>Lighting skills (mood, readability, exposure discipline).</li>
<li>Versatility across stylized and realistic work; foliage experience.</li>
</ul>
<p><strong>Portfolio requirements</strong></p>
<p>Your portfolio must include:</p>
<ul>
<li>Organic environment assets (rocks/cliffs/roots/terrain-like forms) with strong forms and believable detail.</li>
<li>Hard-surface environment assets (props/structures) with clean execution.</li>
<li>Strong material definition and texture work (surface breakup, roughness/metalness control where applicable).</li>
<li>Evidence of fundamentals: composition, mood, readability, lighting/color choices.</li>
<li>At least one example shown in a real-time context (engine screenshots/video acceptable).</li>
</ul>
<p>If your portfolio is mostly props, mostly modular kits, or mostly offline renders, this is probably not the right fit.</p>
<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>mid</Experiencelevel>
      <Workarrangement>remote|hybrid|onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>environment modeling, texturing, material creation, shader concepts, optimization fundamentals, Houdini, technical art skills, lighting skills, foliage experience</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>GameSim</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/F004B2209D</Applyto>
      <Location>Orlando</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>e0065c69-a36</externalid>
      <Title>3D Generalist</Title>
      <Description><![CDATA[<p>We&#39;re seeking a mid-level 3D Generalist to join our team. As a 3D Generalist, you&#39;ll create environment content end-to-end: modeling → texturing/materials → implementation in a proprietary engine. This role is hands-on and production-focused: you&#39;ll be trusted to take a set of concepts and art direction and turn them into finished, performant, real-time environments.</p>
<p><strong>90-day success looks like</strong></p>
<p>Within your first 90 days, you&#39;ll learn a proprietary engine quickly and work effectively inside its constraints. You&#39;ll deliver a complete environment area (assets + assembly + materials) that matches concept and art direction. You&#39;ll do it with minimal supervision, asking smart questions early, and communicating progress clearly.</p>
<p><strong>Day-to-day responsibilities</strong></p>
<ul>
<li>Create custom environment assets and assemble environment areas (this is not primarily modular kit-building).</li>
<li>Model and texture organic environment assets (rock walls, cliffs, tree roots, terrain-like forms) plus hard-surface props.</li>
<li>Author high-quality materials in Substance 3D and apply them effectively in-engine.</li>
<li>Understand shader concepts well enough to work within limits, troubleshoot issues, and collaborate with Tech Art/Engineering.</li>
<li>Own optimization fundamentals: budgets, LODs, performance constraints, and console targets.</li>
<li>Proactively problem-solve, communicate clearly, and contribute to a healthy team culture.</li>
<li>Collaborate closely with the Environment Lead and Art Director; partner with Tech Art/Engineering as needed.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>Minimum 2-years of professional game industry experience working in a stylized realism art style.</li>
<li>Strong environment modeling skills in Maya and/or Blender experience.</li>
<li>Strong material creation skills in Substance 3D and Zbrush.</li>
<li>Proven end-to-end environment workflow experience (modeling through in-engine implementation in Unreal Engine 4 or 5).</li>
<li>Demonstrated optimization knowledge (LODs, budgets, constraints).</li>
<li>Clear written and verbal communication; strong collaboration habits.</li>
<li>Can work Eastern (ET) core hours with possible overlap hours with Pacific (PT)</li>
<li>Work options are flexible: remote / hybrid / onsite.</li>
</ul>
<p><strong>Nice-to-have</strong></p>
<ul>
<li>Houdini experience.</li>
<li>Technical art skills (tools, shader work, pipeline problem solving).</li>
<li>Lighting skills (mood, readability, exposure discipline).</li>
<li>Versatility across stylized and realistic work; foliage experience.</li>
</ul>
<p><strong>Portfolio requirements</strong></p>
<p>Your portfolio must include:</p>
<ul>
<li>Organic environment assets (rocks/cliffs/roots/terrain-like forms) with strong forms and believable detail.</li>
<li>Hard-surface environment assets (props/structures) with clean execution.</li>
<li>Strong material definition and texture work (surface breakup, roughness/metalness control where applicable).</li>
<li>Evidence of fundamentals: composition, mood, readability, lighting/color choices.</li>
<li>At least one example shown in a real-time context (engine screenshots/video acceptable).</li>
</ul>
<p>If your portfolio is mostly props, mostly modular kits, or mostly offline renders, this is probably not the right fit.</p>
<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>mid</Experiencelevel>
      <Workarrangement>remote|hybrid|onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>environment modeling, Substance 3D, Zbrush, Unreal Engine 4 or 5, optimization knowledge, clear written and verbal communication, collaboration habits, Houdini, technical art skills, lighting skills, foliage experience</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>GameSim</Employername>
      <Employerlogo>https://logos.yubhub.co/j.com.png</Employerlogo>
      <Employerdescription>GameSim is a game development studio that partners with clients to build games across PC/console and a range of art styles.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/AE0329A4E2</Applyto>
      <Location>Orlando</Location>
      <Country></Country>
      <Postedate>2026-03-09</Postedate>
    </job>
    <job>
      <externalid>a07a88e0-bb4</externalid>
      <Title>3D Environment Artist</Title>
      <Description><![CDATA[<p>Job Duties Lead the team in developing the background, layout, and style of the environment within games. Create prototypes and mock-ups in the early stages of production. Use computer software to design and sculpt the 3D backdrop where characters, vehicles, weapons, objects, and other elements operate and interact. Work closely with Level Designers and Animators to ensure each sequence or level&#39;s action framework includes all necessary assets for gameplay. Model and texture elements. Collaborate with designers and programmers to implement game features. Map out and create scenery elements and props that help drivethe game&#39;s story. Complete designs within the constraints of the game engine so that it doesn&#39;t impede the game experience. Design landscapes for game levels, adding complexity and variety as necessary to keep gameplay engaging and interesting. Possess knowledge of lighting techniques on both technical and practical levels. Ability to create light levels from scratch using engine tools.  Job Requirements Master&#39;s degree in 3D Animation or a related field, or a foreign degree equivalent, and 8 years of experience working as a 3D animator. Experience must include the following: - 8 years of experience using Maya, Zbrush, 3D Studio Max, Photoshop; - 8 years of experience using the texturing tools Substance Designer, Substance Painter, Substance Alchemist, Houdini, World Creator, Fusion360, and Speed Tree; - 8 years of experience using mesh particle system tools, including MASH, Xgen, PET, Cascade, Shuriken, and Visual Effect Graph; and engines, including IDTech, Blender, or Unity; and - 4 years of experience using Unreal Engine. Experience may be gained concurrently. Employer will accept an additional 4 years of experience working as a 3D animator in lieu of a Master&#39;s degree. Employer will accept any suitable combination of education, training, or experience.  SALARY: $225,000 to $250,000 per year.  BENEFITS: Flexible schedule in support of families and domestic partnerships, exceptional health insurance coverage, unrivaled employer match for our 401(k) retirement plan, generous vacation and family leave, on-site amenities in support of health and efficiency, fertility and adoption assistance, and reimbursement for childcare during interviews.  What We Offer - An organisation where 100% of time is dedicated as groups see fit - The opportunity to collaborate with experts across a range of disciplines - A work environment and flexible schedule in support of families and domestic partnerships - A culture eager to become stronger through diversity of all forms - Exceptional health insurance coverage - Unrivaled employer match for our 401(k) retirement plan - Generous vacation and family leave - On-site amenities in support of health and efficiency - Fertility and adoption assistance - Reimbursement for child care during interviews  Valve strives to improve the diversity of our teams to better serve our diverse global audience. We welcome and encourage individuals from all backgrounds to apply. Candidates will be considered without regard to race, religion, colour, national origin, gender, sexual orientation, age, family status, veteran status or disability status. Valve is committed to creating an inclusive work environment and does not tolerate discrimination or harassment in the workplace. We will ensure that individuals with disabilities are provided reasonable accommodation to participate in the job application or interview process, to perform essential job functions, and to receive other benefits and privileges of employment. Please contact us to request accommodation.  You&#39;re applying! Name Email address How did you discover this opportunity at Valve? Please select oneLinkedInZipRecruiterGlassdoorOther Recruiting WebsiteEvent (GDC, GDoC, GHC/AnitaB., etc.)Steam: I&#39;m a User!Employee ReferralWeb SearchI went straight to Valvesoftware.comOther So interesting! Please share a bit more if you&#39;re willing... Thanks for letting us know! Which website was it? Great! Who referred you? Well met! Which event did you attend? Attach your documents. Please include a resume. (We like .pdf, .doc &amp; .docx files.) Choose files. No files chosen. reCAPTCHA Recaptcha requires verification. I&#39;m not a robot reCAPTCHA [Privacy](https://www.google.com/intl/en/policies/privacy/) \- [Terms](https://www.google.com/intl/en/policies/terms/) #### Submit your application. reCAPTCHA</p>
<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>onsite</Workarrangement>
      <Salaryrange>$225,000 to $250,000 per year</Salaryrange>
      <Skills>Maya, Zbrush, 3D Studio Max, Photoshop, Substance Designer, Substance Painter, Substance Alchemist, Houdini, World Creator, Fusion360, Speed Tree, MASH, Xgen, PET, Cascade, Shuriken, Visual Effect Graph, IDTech, Blender, Unity, Unreal Engine</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Valve Corporation</Employername>
      <Employerlogo>https://logos.yubhub.co/valvesoftware.com.png</Employerlogo>
      <Employerdescription>Valve Corporation is a multinational technology company that specializes in the development of video games and related technologies. It was founded in 1996 and is headquartered in Bellevue, Washington.</Employerdescription>
      <Employerwebsite>https://www.valvesoftware.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://www.valvesoftware.com/en/jobs?job_id=118</Applyto>
      <Location>Bellevue</Location>
      <Country></Country>
      <Postedate>2026-03-06</Postedate>
    </job>
    <job>
      <externalid>7608b8cd-ca9</externalid>
      <Title>Senior Environment Artist - Vegetation</Title>
      <Description><![CDATA[<p>We are looking for a Senior Vegetation Artist to join our Environment Art team at Criterion, based either onsite or hybrid in Guildford. Reporting to the Environment Art Director and working with our Lead Environment Artists, you will help create world-class natural environments that feel believable and grounded.</p>
<p><strong>What you&#39;ll do</strong></p>
<ul>
<li>Help shape the vegetation vision for the project, work with Art Directors and Lead Artists to bring our worlds to life.</li>
<li>Set the quality bar by creating benchmark vegetation assets - from hero trees to ground cover.</li>
<li>Collaborate with Environment Artists and Level Designers to ensure vegetation supports gameplay, composition, and biome storytelling.</li>
<li>Help evolve vegetation pipelines, workflows, and best practices.</li>
<li>Work with Technical Art to balance beauty and performance across platforms.</li>
<li>Support planning and prioritisation conversations to ensure vegetation is delivered at the right quality and scale.</li>
<li>Provide feedback, mentorship, and guidance to teammates and external partners.</li>
<li>Stay curious - exploring new techniques, tools, and ideas that push the vegetation craft forward.</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>A senior-level vegetation artist with a portfolio demonstrating exceptional visual quality and technical execution in real-time environments.</li>
<li>7+ years of experience creating high-quality environment or vegetation art for shipped AAA titles.</li>
<li>Deep knowledge of vegetation workflows - modelling, texturing, shaders, wind, LODs — and tools such as Maya, SpeedTree, Houdini, Substance, and photogrammetry pipelines.</li>
<li>A solid understanding of optimisation and large-scale world building.</li>
<li>Someone who enjoys collaborating, sharing knowledge, and raising the bar for the whole 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>Regular Employee</Jobtype>
      <Experiencelevel>senior</Experiencelevel>
      <Workarrangement>Hybrid</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>vegetation art, environment art, real-time environments, Maya, SpeedTree, Houdini, Substance, photogrammetry pipelines</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Electronic Arts</Employername>
      <Employerlogo>https://logos.yubhub.co/jobs.ea.com.png</Employerlogo>
      <Employerdescription>Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter.</Employerdescription>
      <Employerwebsite>https://jobs.ea.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://jobs.ea.com/en_US/careers/JobDetail/Senior-Environment-Artist-Vegetation/212944</Applyto>
      <Location>Guildford</Location>
      <Country></Country>
      <Postedate>2026-03-03</Postedate>
    </job>
    <job>
      <externalid>96203d15-8b3</externalid>
      <Title>Technical Artist</Title>
      <Description><![CDATA[<p>Epic Games is looking for a Technical Artist to join the Fortnite team. In this role, you&#39;ll be responsible for building visually rich, performant materials for characters and character accessories, using Unreal Engine and industry-standard texturing tools to deliver a wide range of effects.</p>
<p><strong>What you&#39;ll do</strong></p>
<ul>
<li>Create high-quality, game-ready materials for characters and other cosmetics.</li>
<li>Build materials that leverage procedural textures and custom material logic to achieve distinctive visual effects.</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>A strong reel or portfolio demonstrating game materials, ideally with character or cosmetic-focused examples.</li>
<li>Advanced understanding of PBR workflows, real-time rendering constraints, and material authoring best practices.</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>mid</Experiencelevel>
      <Workarrangement>onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>game materials, procedural textures, custom material logic, Substance Designer, Substance Painter, Houdini</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Epic Games</Employername>
      <Employerlogo>https://logos.yubhub.co/epicgames.com.png</Employerlogo>
      <Employerdescription>Epic Games is a leading game development company that creates award-winning games and engine technology. They pride themselves on creating a collaborative, welcoming, and creative environment.</Employerdescription>
      <Employerwebsite>https://www.epicgames.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://www.epicgames.com/en-US/careers/jobs/5784800004</Applyto>
      <Location>Montreal, Canada</Location>
      <Country></Country>
      <Postedate>2026-02-03</Postedate>
    </job>
    <job>
      <externalid>0bca227c-a9f</externalid>
      <Title>Technical Artist</Title>
      <Description><![CDATA[<p>Epic Games is looking for a Technical Artist to join the Fortnite team. In this role, you&#39;ll be responsible for building visually rich, performant materials for characters and character accessories. You&#39;ll work closely with artists, engineers, and other tech artists to create scalable solutions that support Fortnite&#39;s visual style across many platforms.</p>
<p><strong>What you&#39;ll do</strong></p>
<ul>
<li>Create high-quality, game-ready materials for characters and other cosmetics.</li>
<li>Build materials that leverage procedural textures and custom material logic to achieve distinctive visual effects.</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>A strong reel or portfolio demonstrating game materials, ideally with character or cosmetic-focused examples.</li>
<li>Advanced understanding of PBR workflows, real-time rendering constraints, and material authoring best practices.</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>mid</Experiencelevel>
      <Workarrangement>onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>game materials, procedural textures, custom material logic, Substance Designer, Substance Painter, Houdini</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Epic Games</Employername>
      <Employerlogo>https://logos.yubhub.co/epicgames.com.png</Employerlogo>
      <Employerdescription>Epic Games is a leading game development company that creates award-winning games and engine technology. They pride themselves on creating a collaborative, welcoming, and creative environment.</Employerdescription>
      <Employerwebsite>https://www.epicgames.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://www.epicgames.com/en-US/careers/jobs/5784805004</Applyto>
      <Location>Porto Alegre, Brazil</Location>
      <Country></Country>
      <Postedate>2026-02-03</Postedate>
    </job>
    <job>
      <externalid>acfcd576-f1c</externalid>
      <Title>Artiste technique</Title>
      <Description><![CDATA[<p>Epic Games is seeking an Artiste technique to join its team in Montreal. As an Artiste technique, you will be responsible for creating high-quality materials for characters and other cosmetic elements in Fortnite. You will work closely with artists, programmers, and other technical artists to design and implement visually rich and performant materials using Unreal Engine and industry-standard texturing tools.</p>
<p><strong>What you&#39;ll do</strong></p>
<ul>
<li>Create high-quality, game-ready materials for characters and other cosmetic elements</li>
<li>Design materials that exploit procedural textures and custom material logic to achieve distinctive visual effects</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>Strong demo or portfolio showcasing expertise in game materials, ideally with character or cosmetic-focused examples</li>
<li>Advanced understanding of physically-based rendering, real-time rendering constraints, and best practices in material creation</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>mid</Experiencelevel>
      <Workarrangement>onsite</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>material creation, texturing, Unreal Engine, Substance Designer, Substance Painter, Houdini</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Epic Games</Employername>
      <Employerlogo>https://logos.yubhub.co/epicgames.com.png</Employerlogo>
      <Employerdescription>Epic Games is a leading video game development company known for its innovative and engaging games, including Fortnite. The company is committed to creating immersive gaming experiences that bring people together.</Employerdescription>
      <Employerwebsite>https://www.epicgames.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://www.epicgames.com/en-US/careers/jobs/5784808004</Applyto>
      <Location>Montreal</Location>
      <Country></Country>
      <Postedate>2026-02-03</Postedate>
    </job>
    <job>
      <externalid>6b8bc029-510</externalid>
      <Title>Houdini Technical Artist</Title>
      <Description><![CDATA[<p>We are looking for a Houdini Technical Artist to join our team. As a Houdini Technical Artist, you will help define and create, support and maintain the procedural content generation pipeline and tools. You will create Houdini digital assets for use in game with Houdini Engine (procedural objects, terrain processing &amp; space population (rocks and vegetation)) and iterate with the various teams to create tools linking the game engine to Houdini processes.</p>
<p><strong>What you&#39;ll do</strong></p>
<ul>
<li>Create Houdini digital assets for use in game with Houdini Engine (procedural objects, terrain processing &amp; space population (rocks and vegetation))</li>
<li>Iterate with the various teams to create tools linking the game engine to Houdini processes</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>Well advanced Houdini knowledge</li>
<li>Familiar with VEX and ideally with Python</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>mid</Experiencelevel>
      <Workarrangement>hybrid</Workarrangement>
      <Salaryrange></Salaryrange>
      <Skills>Houdini, VEX, Python, USD knowledge, 3DSMax/Zbrush/Motion Builder /Photoshop</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Ubisoft Annecy</Employername>
      <Employerlogo>https://logos.yubhub.co/ubisoft2.com.png</Employerlogo>
      <Employerdescription>Ubisoft Annecy has developed many sagas, especially on Splinter Cell, Assassin’s Creed, while focusing on multiplayer online and social aspects, and also on concrete game mandates such as Tom Clancy’s: The Division 2 and Ghost Recon Wildlands.</Employerdescription>
      <Employerwebsite>https://jobs.smartrecruiters.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://jobs.smartrecruiters.com/Ubisoft2/744000107067145-houdini-technical-artist-w-m-nb</Applyto>
      <Location>Annecy</Location>
      <Country></Country>
      <Postedate>2026-02-03</Postedate>
    </job>
    <job>
      <externalid>28bd094b-e36</externalid>
      <Title>Technical Artist - Creative Innovation</Title>
      <Description><![CDATA[<p>As a Technical Artist, you will work alongside our Worlds Team with the support of a Product Owner and Technical Director. You will be working on designing, developing, extending, and supporting custom tools for a variety of content creation workflows. You will also support a variety of EA&#39;s crucial content tools with the support of an amazing development team. You will report to a Development Director.</p>
<p><strong>What you&#39;ll do</strong></p>
<ul>
<li>Work with partners (i.e. artists and engineers) to develop user-friendly tools, efficient pipelines, and optimal workflows that aid in the development and iteration of game content.</li>
<li>Gather user requirements, design, implement, debug, test, and maintain quality code.</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>Bachelor&#39;s degree in Art, Fine Art, or Science, or equivalent training and professional experience</li>
<li>Experience with Houdini, Maya, Python, and familiarity with game engines (Unreal, Frostbite, Unity, etc.)</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>mid</Experiencelevel>
      <Workarrangement>hybrid</Workarrangement>
      <Salaryrange>$100,000 - $139,500 CAD</Salaryrange>
      <Skills>Houdini, Maya, Python, game engines (Unreal, Frostbite, Unity, etc.), UI development, USD based workflows, Git, CI/CD pipelines</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Electronic Arts</Employername>
      <Employerlogo>https://logos.yubhub.co/jobs.ea.com.png</Employerlogo>
      <Employerdescription>Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter.</Employerdescription>
      <Employerwebsite>https://jobs.ea.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://jobs.ea.com/en_US/careers/JobDetail/Technical-Artist-II-Creative-Innovation/211932</Applyto>
      <Location>Vancouver, British Columbia, Canada</Location>
      <Country></Country>
      <Postedate>2026-01-22</Postedate>
    </job>
    <job>
      <externalid>4c853815-f76</externalid>
      <Title>Senior Technical Artist (Tool Development) - EA SPORTS Technology</Title>
      <Description><![CDATA[<p>As a Senior Technical Artist, your mission is to lead and implement efficient and high-quality content production tools and technologies for our Sports Shared Initiatives, working at the forefront of content creation and technology to elevate our Sports games to the next level and enable next-generation features.</p>
<p><strong>What you&#39;ll do</strong></p>
<p>Your main responsibilities include prototyping and developing tools, pipelines, systems, and optimizations that integrate with our systems and push the boundaries of what we can do in production.</p>
<ul>
<li>Responsibility 1: Lead and implement efficient and high-quality content production tools and technologies for our Sports Shared Initiatives.</li>
<li>Responsibility 2: Work at the forefront of content creation and technology to elevate our Sports games to the next level and enable next-generation features.</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>Required skill 1: Proficient scripting/programming in Python and C#.</li>
<li>Required skill 2: Expert knowledge of 2D and 3D art packages such as Maya, Photoshop, and Houdini.</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>hybrid</Workarrangement>
      <Salaryrange>$119,600 - $167,300 CAD</Salaryrange>
      <Skills>Python, C#, Maya, Photoshop, Houdini, C++, Asset optimization</Skills>
      <Category>Engineering</Category>
      <Industry>Technology</Industry>
      <Employername>Electronic Arts</Employername>
      <Employerlogo>https://logos.yubhub.co/jobs.ea.com.png</Employerlogo>
      <Employerdescription>Electronic Arts creates next-level entertainment experiences that inspire players and fans around the world. Here, everyone is part of the story. Part of a community that connects across the globe. A place where creativity thrives, new perspectives are invited, and ideas matter.</Employerdescription>
      <Employerwebsite>https://jobs.ea.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://jobs.ea.com/en_US/careers/JobDetail/Senior-Technical-Artist-Tool-Development-EA-SPORTS-Technology/212264</Applyto>
      <Location>Vancouver</Location>
      <Country></Country>
      <Postedate>2026-01-09</Postedate>
    </job>
  </jobs>
</source>