DiscoGarage Games AB

Senior Technical Artist

OmrådeStockholm
Publicerad2026-02-26
Ansök senast2026-03-28

Om jobbet

About the Role

As a technical artist your prime directive will be to make sure that the team, the tools and the game, run as smoothly as possible. We want you to love improving the game's framerate and visuals just as much as you love ensuring our artist and design workflows and pipelines have as few bumps and bottlenecks as possible. You will be expected to deliver on two fronts. Firstly you will help us keep delivering great content to Helldivers 2. Together with the team you will bring features from the drawing board to a finished product for the players to enjoy. You will be expected to collaboratively build and realize the teams vision both from a visual and technical perspective, as well as making sure the teams pipelines to build content are as smooth as possible. This work will entail both long term RnD and short term grunt work, whatever makes sense for the given feature, and as a senior developer we expect you to make that call. Secondly you will play a major role in our own upcoming projects, laying the foundation together with the team for what is technically and creatively possible and how we build the content and features.

Key Responsibilities

Work closely with artists, designers and engineers. Here you must have the ability to communicate clearly and kindly with other team members, and be able to figure out ways for us individually and as a team to work more effectively

Ensuring data is validated as early as possible in the pipeline

Optimizing workflows, both in terms of adding features and polish that make tools nicer to use and art pipelines more robust, but also by writing performant code for a snappy UX

Optimizing meshes, textures and materials, as well as rendering, both on the CPU and GPU

Extending rendering features of the engine

Ensure the team is able to visualize problems such as poor lodding and texture sizes

Requirements

Experience creating custom materials using node based tools. Must be able to extend the library of nodes

Experience writing shaders and compute shaders

Knowledge in code such as C++, HLSL and Python

Experience writing tools: standalone tools, art pipelines such as Blender exporters, and for general workflow enhancements such as git hooks

Experience with procedural generation and procedural tools such as Houdini and Unreal PCG

Experience with profilers and debuggers such as RenderDoc and PIX

Bonus Points

Experience with Unreal

Game Development experience for Console

Excellent knowledge in coding/scripting languages

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