Senior Character Texture Artist at Epic Games
Montréal, QC, Canada -
Full Time


Start Date

Immediate

Expiry Date

08 Nov, 25

Salary

0.0

Posted On

09 Aug, 25

Experience

0 year(s) or above

Remote Job

Yes

Telecommute

Yes

Sponsor Visa

No

Skills

Good communication skills

Industry

Information Technology/IT

Description

WHAT WE DO

Push your artistic talent to the limit on a team of world-class environment, character and concept artists who strive to innovate and inspire.

ABOUT US

Epic Games spans across 25 countries with 46 studios and 4,500+ employees globally. For over 25 years, we’ve been making award-winning games and engine technology that empowers others to make visually stunning games and 3D content that bring environments to life like never before. Epic’s award-winning Unreal Engine technology not only provides game developers the ability to build high-fidelity, interactive experiences for PC, console, mobile, and VR, it is also a tool being embraced by content creators across a variety of industries such as media and entertainment, automotive, and architectural design. As we continue to build our Engine technology and develop remarkable games, we strive to build teams of world-class talent.

Responsibilities

WHAT YOU’LL DO

Epic Games is searching for a Senior Character Texture Artist to join our team working on Fortnite. In this role you will create top-quality textures and materials for use in gameplay, cinematics, and marketing material. You will primarily be working in the stylized realm, but should be comfortable doing photo-realistic work when needed.

IN THIS ROLE, YOU WILL

  • Create textures and materials for characters, on occasion will work on additional assets such as backpacks and pickaxes based on concept art or reference photos
  • Collaborate with the art director and the leads, be able to give and receive feedback
  • Work in a clean and efficient manner within a team environment
  • Be forward-thinking and have the ability to help the team refine our technical pipelines so we can continue to push the boundaries of real-time character performance
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