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Posted 3 mo agoFirst seen 5 h ago
Senior Technical Artist
Posted by Gameloft on 9 July 2026, 105 days ago. Still on their SmartRecruiters board when we checked 35 min ago.
What the posting is about
Lay the foundations of a structured Tech Art function in Paris studio using Houdini and Blender, integrate it into Unreal Engine, mentor a Tech Artist, and collaborate with cross-functional teams to improve rendering performance and memory.
Read out of the posting
Levelmid
Experience asked5+ years
EmploymentFull time
LocationParis, IDF, France
RemoteNot stated
Visa sponsorshipNot stated
SalaryNot published, and most postings do not
Posted2026-07-09
Found viasmartrecruiters, direct from their system
We saw it 4 months after it went up.
The posting, as the company wrote it
Employment: Full-time
Experience level: Mid-Senior Level
Job Description
Main challenge
The Paris studio has never had a structured Tech Art function. Graphics development on Unreal Engine currently relies on scattered skills, with no real pipeline and no clear ownership. You will be the first Senior Tech Art to lay the foundations: building a robust pipeline around Houdini and Blender, integrating it cleanly into Unreal, and growing our actual Tech Artist. In short, you turn a function that isn't structured enought today into a recognized discipline within the studio, on a new starting production.
What it means on a daily basis
Tech Art pipeline ownership: you own the asset pipeline across Blender, Houdini, 3DSmax/Maya and Unreal. You industrialize it, document it, and make it scalable.
Team mentoring: you mentor one Tech Art people and support her ramp-up on UE, JIRA task management, prioritization and follow-up.
Cross-team alignment: you align Tech and Art teams on a shared pipeline. Daily collaboration with Gameplay, Tech, Design and Art teams
Rendering & memory performance: you identify bottlenecks in Unreal, prioritize fixes, and produce reporting via Unreal Insights to back up technical choices.
Shader authoring: you write HLSL shaders and work in Unreal’s Material Editor, Niagara (VFX) and Sequencer.
What success will look like
By the end of the probation period: you are autonomous on Unreal, you produce performance reporting and documentation through UE Insights to justify technical decisions, and in-game rendering metrics hit their targets.
At 12 months: a real pipeline built around Houdini is in place, operational, and adopted by both Art and Tech teams.
Who you would be working with
You report to our Tech Team Lead. You may mentor one Tech Artist and collaborate with all the over disciplines leads. You sit at the heart of a Paris-based Tech team in active structuring on our new game pre production.
Where this role can take you
This role is foundational: you build the Tech Art discipline in Paris from a blank page. Possible evolutions follow naturally from that structuring trajectory — broader scope, increased seniority across other Gameloft productions, or expanded management responsibility as the Tech Art team grows around you.
Qualifications
What you need to succeed
Mastery of Houdini and Blender
Solid Python scripting skills
Strong knowledge of the Unreal Engine asset pipeline
Knowledge of UE rendering and graphics pipeline: Blueprints, Material Editor, Niagara (VFX), Sequencer, Unreal Insights
HLSL and Material Editor mastery for shader authoring
Ability to identify and prioritize technical bottlenecks (rendering performance, memory)
Proven experience in management and mentoring
Professional French and English (English is increasingly used day-to-day)
Who you are
Diplomatic: you navigate between Tech and Art teams with different cultures and build consensus
Synthetic: you can boil down a complex technical problem into something any stakeholder can grasp
Autonomous and structured: you manage your own time, you arbitrate between urgent and important without being told
A builder: the idea of laying the foundations of a discipline rather than joining an already-established setup genuinely appeals to you
Company Description
 
Also open at Gameloft
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