Senior Technical Artist

HasbroMontreal, QC
Hybrid

About The Position

Skeleton Key is a game development studio and division of Wizards of the Coast. We are a group of industry veterans who are guided by the belief that empowering our teams and providing the necessary time, tools, and support we can foster a creative culture where everyone can do their best work. Our studio is located in Austin, TX, and in Montreal, QC. We are looking for a Senior Technical Artist to join us and bring our first AAA game to life. This role will be based out of our Montreal, QC studio and will require to work 3 days a week onsite. Reporting to the Lead Technical Artist, you will be a key contributor as we enter pre-production, focused on shader development, material systems, and technical art pipelines. This role supports artists and engineers by building robust, performant, and scalable material solutions while helping define workflows that balance visual quality with real-time performance within Unreal Engine.

Requirements

  • 6+ years of professional experience as a Technical Artist, with a strong focus on shaders, materials, or rendering pipelines.
  • Deep hands-on experience with Unreal Engine material editor, shader graph workflows, and related systems.
  • Strong understanding of real-time rendering concepts, including lighting models, PBR workflows, and performance considerations.
  • Experience working across DCC tools such as Maya, Substance Painter/Designer, Houdini, or similar.
  • Ability to translate artistic intent into performant technical solutions.
  • Experience collaborating closely with artists and engineers in a production environment.
  • Strong problem-solving skills and the ability to debug complex visual or pipeline issues.

Nice To Haves

  • Experience working with custom HLSL or shader code within Unreal Engine.
  • Familiarity with advanced rendering features such as virtual textures, material layers, or runtime parameter systems.
  • Experience supporting character, environment, or VFX pipelines from a technical perspective.
  • Background contributing to early pipeline definition or tool development during pre-production.

Responsibilities

  • Develop reusable, scalable material implementations that support a wide range of assets and use cases in collaboration with Environment Art, Character Art, and VFX.
  • Collaborate with Rendering Engineers to align material workflows with engine capabilities while profiling, debugging, and optimizing materials and shaders to meet performance and memory budgets.
  • Define and document best practices for material authoring, shader usage, and technical art workflows.
  • Support artists by troubleshooting shader, material, and rendering issues across tools and pipelines.
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