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  <jobs>
    <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>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>ffbc1237-9c6</externalid>
      <Title>Technical Artist</Title>
      <Description><![CDATA[<p>As a technical artist at Keywords Studios, you will develop tools and scripts to aid art asset creation and optimization. You will also help artists prepare art assets for game systems and engines to ensure that our client&#39;s technical requirements are met.</p>
<p><strong>Duties and Responsibilities</strong></p>
<ul>
<li>Provide support and create tools and workflows for working with game engines and project pipelines.</li>
<li>Stay on top of the latest and greatest tools and techniques for producing current/next gen game art.</li>
<li>Provide hands-on support to Artists and Project Managers to maintain Artist efficiency, asset performance, and asset quality.</li>
<li>Collaborate with Artists and Project Managers to diagnose and resolve challenging technical issues.</li>
<li>Maintaining, improving, and documenting new or existing tools.</li>
</ul>
<p><strong>Requirements</strong></p>
<ul>
<li>3-5 years working experience as a technical artist (or industry equivalent) programming/scripting tools.</li>
<li>Minimum 1 year experience in a digital art content creation pipeline, ideally, but not necessarily in the video game industry.</li>
<li>A strong ability to think creatively and overcome technical challenges.</li>
<li>Experiences using in the following softwares, tools are preferred:<ul>
<li>Unreal/Unity</li>
<li>Maya/Blender/3D Max</li>
<li>Substance Designer</li>
<li>General Automation</li>
<li>Shaders (Setup or authoring)</li>
<li>Perforce</li>
<li>Python (or C, C++, C#, etc)</li>
</ul>
</li>
<li>English communication skills are preferred but not required.</li>
<li>An interest in video games.</li>
</ul>
<p><strong>Behavioural Skills</strong></p>
<ul>
<li>Excellent communication and interpersonal skills.</li>
<li>Excellent attention to detail; a quick learner.</li>
<li>Ability to multi-task with projects and resources.</li>
<li>Ability to work independently.</li>
<li>Problem solving attitude with experience in working in a dynamic environment.</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>
</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>Unreal/Unity, Maya/Blender/3D Max, Substance Designer, General Automation, Shaders (Setup or authoring), Perforce, Python (or C, C++, C#, etc), Unreal/Unity, Maya/Blender/3D Max, Substance Designer, General Automation, Shaders (Setup or authoring), Perforce, Python (or C, C++, C#, 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 company that provides services to the video game industry. It has a large team of professionals working on various projects.</Employerdescription>
      <Employerwebsite>https://apply.workable.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://apply.workable.com/j/B00BA7E456</Applyto>
      <Location>Chaoyang, Beijing, China</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>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>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>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>de88eff6-d90</externalid>
      <Title>Technical Artist</Title>
      <Description><![CDATA[<p>We are looking for a Technical Artist to join our team at Epic Games. As a Technical Artist, you will be responsible for creating high-quality materials for characters and other cosmetics in the Fortnite game. You will work closely with artists, engineers, and other technical artists to create scalable solutions that support the game&#39;s visual style across multiple platforms.</p>
<p><strong>What you&#39;ll do</strong></p>
<ul>
<li>Create high-quality materials for characters and other cosmetics</li>
<li>Work closely with artists, engineers, and other technical artists to create scalable solutions</li>
</ul>
<p><strong>What you need</strong></p>
<ul>
<li>Strong understanding of PBR workflows and real-time rendering restrictions</li>
<li>Experience with Substance Designer and Substance Painter for texture generation and asset creation</li>
<li>Familiarity with the Unreal Engine 5 material pipeline and asset management</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>PBR workflows, Substance Designer, Substance Painter, Unreal Engine 5, Blueprints, Python, modeling, lighting, VFX</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 games and technology that enables others to create interactive and visually stunning experiences. With over 25 years of experience, they have developed games and technology that have won numerous awards and have been adopted by creators in various industries.</Employerdescription>
      <Employerwebsite>https://www.epicgames.com</Employerwebsite>
      <Compensationcurrency></Compensationcurrency>
      <Compensationmin></Compensationmin>
      <Compensationmax></Compensationmax>
      <Applyto>https://www.epicgames.com/en-US/careers/jobs/5784848004</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>
  </jobs>
</source>