TECHNICAL ARTIST at Piktiv
Skövde kommun, Stockholm, Sweden -
Full Time


Start Date

Immediate

Expiry Date

22 Mar, 26

Salary

0.0

Posted On

22 Dec, 25

Experience

2 year(s) or above

Remote Job

Yes

Telecommute

Yes

Sponsor Visa

No

Skills

Technical Artist, Unreal Engine 5, Lighting, Performance Profiling, Optimization, Collaboration, Shaders, Materials, Blueprints, C++, Python, Rendering, Asset Optimization, LOD, HLOD, Content Guidelines

Industry

Software Development

Description
TECHNICAL ARTIST (UE5) – LIGHTING & PERFORMANCE Project employment with the possibility of permanent employment | Skövde / Örebro / Stockholm / Remote Do you want to be the link between art direction and a stable framerate? We're looking for a Technical Artist to help us make an AAA Unreal Engine 5 production both look great—and run above target FPS (minimum 30 FPS on the target platform) without losing the feel. ABOUT PIKTIV Piktiv is an engineer-driven partner studio in game development, helping studios with everything from co-dev to optimization and porting. We believe in small, self-driven teams that take ownership of delivery and collaborate closely with our clients' development teams. ABOUT THE ROLE In this role, you'll be our quality/performance bridge between art and code. You'll work hands-on in Unreal Engine 5 with lighting, rendering cost, and content optimization. The focus is on finding the smart compromises: removing/replacing/decimating what's expensive—while preserving the overall impression. This is initially a project-based position, intended to transition into a permanent role. YOUR MAIN RESPONSIBILITIES Lighting in UE5: create, tweak, and quality-check lighting and post-process to achieve the right mood and readability. Performance profiling: identify bottlenecks (GPU/CPU), analyze rendering cost, and drive actions that deliver measurable results. Optimize overdraw/fillrate: reduce unnecessary pixel cost (e.g., through material choices, transparency/foliage strategies, shader complexity, and scene structure). Asset and scene optimization: LOD/HLOD strategy, Nanite/instancing where appropriate, culling mindset, and "asset decimation" (removing/replacing objects and details that don't meaningfully support the experience). Set guidelines: propose and establish content guidelines (budgets, best practices) so the team can work faster and more consistently. Collaboration: work closely with artists and programmers to land the right trade-offs and push improvements through the pipeline and content. WHO WE THINK YOU ARE (ESSENTIAL) You have experience as a Technical Artist (or a closely related role) in real-time graphics—preferably games—and you're used to working hands-on in Unreal Engine (UE4/UE5). You can read profiling data and translate it into concrete changes in content/scene/materials/settings. You have a strong sense of the whole: when it's worth cutting cost—and when you risk compromising art direction. You're communicative and enjoy working at the intersection of art and code: you can explain trade-offs and bring the team along. You can show a portfolio/cases (preferably before/after) where you improved real-time performance and/or lighting. NICE TO HAVE (BONUS) You're a "coding" Technical Artist: Blueprints, C++ and/or Python/tools scripting for editor/pipeline. Experience optimizing for specific target platforms (e.g., console, Switch, mobile, VR) and working with clear budgets. Experience with shaders/materials, UE5 rendering features (e.g., Lumen, VSM), and debugging with relevant tools. WHAT WE OFFER A home for experts: skilled colleagues, a learning culture, and room to grow. Self-organizing teams with strong ownership—we prefer solving hard problems the right way, not "just fast." The chance to influence visual quality and performance in real production projects. PRACTICAL INFO Scope: Full-time (40 hours/week) Location: Skövde, Örebro or Stockholm (depending on team/project) Employment type: Project employment with the ambition to transition into permanent employment Start date: As agreed Selection process: Ongoing APPLY Send CV + portfolio (and preferably a short description of a concrete optimization case you led: what was the problem, how did you measure it, what did you change, and what results did you achieve?).
Responsibilities
The Technical Artist will serve as a bridge between art and code, focusing on lighting, performance profiling, and content optimization in Unreal Engine 5. Responsibilities include creating and quality-checking lighting, identifying performance bottlenecks, and optimizing assets and scenes.
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