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    Technical Artist - Montréal, QC, Canada - Knewin

    Knewin background
    Description
    « Pour visualiser la description de poste en français, veuillez sélectionner le français, "Select Language" dans le menu déroulant au haut de la page. »

    Frostbite is EA's proprietary game engine that comes equipped with tons of tools and technologies designed to build incredible games.

    Our in-house engine offers the unique ability to adapt to each game while working hand-in-hand to prioritize what to build.

    Our goal is to empower creators all over the world to bring their best ideas to life by creating an engine that amplifies innovation across every discipline.

    What does a Technical Artist do?
    As a Technical Artist, you will report to Frostbite's Technical Art Director.

    You will directly contribute to and push the boundaries of the newest terrain tools and workflows that Frostbite releases to game teams.

    You'll help make our development process more creator-centric by serving as a link between engineers and game creators.
    You Will

    As a Technical Artist on Frostbite, you will collaborate directly with engineers, product owners and game teams to improve the tools and workflows of our terrain and procedural systems.

    You will collaborate with the Frostbite content team to build tech demos and create documentation and training materials to help educate the Frostbite community and broadcast Frostbite's capabilities.

    You will collaborate and advise on tools, workflows and best practices with Technical Artists and Designers across all of EA studios using Frostbite.

    You Will Need

    At least 5+ years in game development or film industry, with a focus around open world, terrain world building, Terrain Procedural World Building.

    Experience creating terrain procedural solutions and algorithms in a game or film production environment.
    Experience working with terrains tools in a game engine or in external software. (Quadspinner Gaea, world machine, world Creator, etc.)
    Experience with shader authoring through HLSL or node scripting
    Shipped 2+ games or similar within relevant industries.
    Bonus
    Experience helping others achieve their best through game development tools
    Experience with a diversity of content creation tools within a game engine
    Knowledge of Lua, Python or other scripting languages
    Comfortable engaging and building relationships with multiple teams and individuals globally
    Experience using Maya, Substance or other DCCs

    BC COMPENSATION AND BENEFITS
    The base salary ranges listed below are for the defined geographic market pay zones in these locations.

    If you reside outside of these locations, a recruiter will advise on the base salary range and benefits for your specific location.


    EA has listed the base salary ranges it in good faith expects to pay applicants for this role in the locations listed, as of the time of this posting.

    Salary offered will be determined based on numerous relevant business and candidate factors including, for example, education, qualifications, certifications, experience, skills, geographic location, and business or organizational needs.


    BASE SALARY RANGES

    • British Columbia (depending on location e.g. Vancouver vs.

    Victoria):
    o $93,700 - $143,700 CAN Annually
    Base salary is just one part of the overall compensation at EA.

    We also 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. #J-18808-Ljbffr

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