HOMEJOBSPRINCIPAL TECHNICAL ARTIST, ENVIRONMENT
BACK TO ALL JOBS
RAREprogramming

Principal Technical Artist, Environment

Unreal Source #salary-jobs

LAXremotePosted 22 days ago

// REQUIRED SKILLS

unrealpythonblendermayazbrushpcar
// JOB DESCRIPTION

**Responsibilities**

Design and own foundational systems for world editing, and asset integration —including terrain, biomes, modular kits, and urban layouts.

Build core components of our world editing toolset, including in-editor tooling and custom workflows that support iterative, distributed development at scale.

Translate high-level art direction into executable workflows and reusable toolchains, partnering closely with the Art Director and Creative Leads to align technical solutions with creative vision.

Champion content systems (e.g., Houdini-based or in-engine PCG tools) that enable high-volume, high-fidelity content creation.

Navigate creatively ambiguous problem spaces—designing for what we know, and building systems that can adapt to what we don’t.

Guide and mentor other technical artists

Collaborate with Engineering and Tech Art leadership to evolve the environment pipeline across DCC, source control, build systems, and runtime delivery.

Establish and enforce performance, scalability, and modularity standards for envir

**Qualifications**

8+ years of experience as a Technical Artist, with a strong emphasis on worldbuilding or environment art systems.

Expert-level knowledge of Houdini or equivalent content tools, with hands-on experience building environment systems at scale.

Experience designing systems for architectural, city, or world content, with an eye toward visual fidelity and layout utility

Mastery of Unreal Engine 5’s worldbuilding stack, including material systems, world partitioning, landscape tools, instancing, and asset streaming.

Deep understanding of environment content creation pipelines, with expert-level proficiency in tools such as Maya, Blender, ZBrush, etc.

Advanced scripting capabilities in Python, Blueprint, and similar languages, used to create, maintain, and document tools used across disciplines.

Proven experience collaborating across departments, balancing technical, artistic, and design goals in a high-complexity game environment.

Strong systems thinking, with a track record of designing pipelines that scale across

**How to Apply**

https://www.riotgames.com/en/work-with-us/job/7663940/principal-technical-artist-environment-unpublished-r-d-product-los-angeles-usa

Ready to Apply?

LOGIN TO APPLY