About The Position

Amber is looking for a Technical Artist to help bring a high-quality AA Unreal Engine 5 game to a cloud streaming platform. This is a large, content-heavy, choice-driven narrative game, built on one of the most recognized entertainment franchises, reaching a massive audience. The game has a stylized, non-photorealistic look, built on custom outline and post-process shaders. The role involves fitting the game into a tighter hardware budget than the PC version without losing its visual style. The work spans GPU profiling, content optimization, art style preservation, platform budgets, and editor tooling, with a focus on visual quality and readability over raw framerate. This is about measured trade-offs, not blanket cuts. The Technical Artist will work with a team of Unreal engineers, technical artists, UX designers, QAs, and production. This is a content and GPU role, not a code role, with engine code, platform integration, CPU performance, and loading handled by engineering. This is a remote contract engagement, expected to run about 4 months. Preferred working hours are 8am-5pm US Central Time, with European candidates needing to overlap a minimum of 8am-12pm US Central Time.

Requirements

  • At least 4 years as a technical artist in games, including large or complex projects.
  • At least 3 years of hands-on Unreal Engine 4 or 5 experience.
  • Proven experience profiling and optimizing content in production games using GPU and memory profiling tools.
  • Strong knowledge of materials, textures, LODs, lighting, VFX, and animation.
  • Hands-on production experience with Lumen, Nanite, and Virtual Shadow Maps.
  • Strong grasp of real-time rendering, including shader and material optimization, overdraw reduction, and texture memory management.
  • Experience building Unreal editor tools or validation scripts.
  • Experience with Perforce or a similar version control system.
  • Comfortable explaining visual and performance trade-offs to non-technical stakeholders, in English, spoken and written.

Nice To Haves

  • Experience optimizing stylized, non-photorealistic, or heavily post-processed visuals.
  • Understanding of how cloud streaming and video encoding affect visual quality.
  • Experience porting or downporting games to lower-spec hardware.
  • Experience with Unreal Engine 5.5 or later.
  • Experience working with outsourced teams and external development partners.
  • Shipped at least one AAA or high-quality AA title.

Responsibilities

  • Profile GPU cost and memory use with Unreal Insights, RenderDoc, and similar tools.
  • Use profiling data to prioritize work.
  • Verify that each change delivers a measurable gain without visible quality loss.
  • Hand over non-art bottlenecks to engineering, with profiling data.
  • Reduce shader cost, overdraw, draw calls, and texture memory.
  • Tune Lumen, Nanite, and Virtual Shadow Maps for performance.
  • Create LODs and simplify materials where global settings fall short.
  • Protect the art style by checking every optimization against the original look: outlines, shading, post-process effects, lighting mood, and fog.
  • Check how line work and fine detail hold up under cloud streaming and adjust content where needed.
  • Define content budgets and help engineering tune scalability settings.
  • Build editor tools and validation checks to catch budget issues.
  • Flag visual and performance risks early.
  • Explain trade-offs to internal and external stakeholders.

Benefits

  • Attractive compensation packages
  • Plenty of chances to grow with us
  • Professional and friendly work environment
  • Awesome and talented colleagues
  • Support from all your teammates
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