Tech Art

Tech art is the bridge between art and code: shaders, rigs, tools and the pipeline that keeps assets working in the engine.

Tech art covers shader and material authoring, rigging and deformation setups, procedural and tool scripting, asset validation, and performance work such as draw call and memory budgets. The recurring job is to make an artistic intention survive the engine, and to make the path from file to game reproducible for everyone else on the team.

Postings ask for scripting, usually Python or C#, a shading language or node-based editor, and deep familiarity with one engine. Profiling matters: a tech artist is often the person who finds out why a scene costs twice what it should.

It differs from an engine programmer, who changes the engine itself, and from an artist, who makes the content. Tech art owns the connective tissue, and in small teams it is the role that decides how much the art pipeline can be automated instead of repeated by hand.

Where these positions are: Annecy (4 positions), Munich (2 positions), Barcelona (1 position), Frankfurt (1 position), Helsinki (1 position), London (1 position), Lyon (1 position)

Tech Art experts (1)

Marco Spitz

Environment Artist mit Fokus auf technische Lösungen

Germany, Junior, €23/hr
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Open positions for Tech Art (13)

Head of Editor & Tools

Supercell, Helsinki (FI)
Editor 40h/week

Lead VFX Artist (f/m/x)

Deck13 Interactive GmbH, Frankfurt am Main (DE)
VFX Artist 40h/week full remote
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