[Disney Dreamlight Valley PC/Console] Artiste technique - Technical Artist (Montreal)

[Disney Dreamlight Valley PC/Console] Artiste technique - Technical Artist (Montreal)

26 Sep
|
Gameloft Montreal
|
Montreal

26 Sep

Gameloft Montreal

Montreal

Here at Gameloft, we create moments of happiness for our players all over the world through exciting gaming experiences. This is our mission, and it has been the same for over 25 years. We are the proud creators of Asphalt, Dungeon Hunter, Modern Combat, and over 200 other great games.

There is a game for everyone, and we are now expanding to cross-platform games on PC and consoles, with titles such as Disney Speedstorm and Disney Dreamlight Valley, to provide our players with even more amazing adventures.

With almost 3,000 passionate Gamelofters across the globe, we take great pride in our differences and draw on them to create games just as diverse as we are.

If you’re looking for a new challenge and want to work with a bold and talented group of people, don’t hesitate to join the game!

Pour en savoir plus sur le jeu :

Bande-annonce : https://www.youtube.com/watch?v=Hdvh9ninISE

Site officiel : https://disneydreamlightvalley.com/

Gameloft Montreal is looking for a Technical Artist to join the team working on Disney Dreamlight Valley, a cross-platform hybrid life-sim/adventure game!

Filled with quests, exploration, and engaging activities featuring iconic Disney and Pixar characters, Disney Dreamlight Valley is an original Gameloft Montreal production created by a passionate team eager to welcome you!

Under the supervision of the technical lead, and working closely with the programming and art teams, the technical artist designs tools and develops an optimal graphics production pipeline to support their team's creation process for existing and upcoming content. They make sure to meet any artistic/design expectations, in keeping with performance constraints and production deadlines.

Main Tasks and Responsibilities

- Monitor and maintain the art asset pipeline, and catch issues before they reach a build.
- Write and maintain DCC tools that enforce naming conventions, triangle budgets, UV layouts, etc.
- Author and maintain engine‑side import settings (models, texture compression, etc.).

Performance & Optimization

- Establish per‑asset budgets (triangle count, texel density, material count, etc.) per scene or asset class, and audit new asset submissions against them before violations compound across the project.
- Profile builds on target hardware and translate the findings into actionable steps.
- Optimize specific assets when needed.

Shaders & Materials

- Work closely with the Graphics Programmers to author and maintain the project shader library using both Shader Graph and HLSL.
- Collaborate with the Art Director to prototype new visual effects and work with the art team to integrate them in the project.
- Investigate and fix material/shader bugs (depth and sorting artifacts, tiling artifacts, incorrect PBR response, etc.).




- Validate material setups across lighting conditions and target platforms.

Art Team Standards

- Write and maintain the Art Bible's technical sections (naming conventions, export specs, texture formats, folder structure, optimization considerations, etc.), which are critical for internal artists and outsourcing partners.
- Onboard recent artists to pipeline tools and enforce standards.
- Own first‑response triage for all art‑to‑engine issues.
- Scope and spec new art pipeline requests and features.
- Evaluate and recommend new tools, plugins, and pipeline upgrades.

- Experience contributing to an art pipeline on a shipped project
- Experience shipping on at least one console platform (Nintendo Switch™, PS5® or Xbox Series) and hands‑on experience with platform‑specific memory and shader constraints
- Proficient with Git and SVN, and comfortable with merge‑request‑based workflows
- Strong Unity proficiency (URP), with hands‑on experience in several of its systems (rendering, asset pipeline, profiling, debugging)
- Proficient in C# for editor tooling (custom inspectors, validators, batch processors)
- Experience writing or maintaining asset validation tools
- Comfortable working with import presets and platform overrides (texture compression, mesh compression)

DCC Tools

- Experience writing scripts in at least one of the following: 3ds Max, Blender, or Maya (exporters, batch tools, validation, scene cleanup)
- Familiarity with Substance 3D Painter/Designer workflows

Shaders & Materials

- Solid HLSL experience in URP, including custom lit/unlit shaders and shader keywords
- Comfortable in Shader Graph and understands when handwritten HLSL is a better option
- Good understanding of PBR, color spaces, and how lighting behaves across platforms
- Experience debugging shader issues across platforms

Performance & Profiling

- Hands‑on experience with GPU profiling and debugging tools such as Unity Frame Debugger and Nsight, and able to read a frame capture to identify common GPU bottlenecks (draw calls, fillrate, shader costs)
- Experience working with per‑asset and per‑scene budgets (triangles, texel density, material count, overdraw, memory) and helping enforce them

Standards & Communication

- Experience writing and maintaining technical art documentation (Art Bible sections, pipeline guides)




- Comfortable guiding artists on technical best practices and reviewing their work for pipeline compliance
- Comfortable as the first point of contact for artists who have encountered engine issues
- Able to scope a pipeline feature request, write a short spec, estimate, and ship it

Description du poste

Gameloft Montréal recherche un(e) Artiste technique pour rejoindre l'équipe qui travaille sur Disney Dreamlight Valley, un jeu hybride de simulation de vie et d'aventure multiplateforme !

Rempli de quêtes, d'exploration et d'activités captivantes avec des personnages emblématiques de Disney et Pixar, Disney Dreamlight Valley est une production originale de Gameloft Montréal créée par une équipe passionnée impatiente de vous accueillir !

Pour en savoir plus sur le jeu :

Bande-annonce : https://www.youtube.com/watch?v=Hdvh9ninISE

Site officiel : https://disneydreamlightvalley.com/

Sous la supervision du Chef technique, et en étroite collaboration avec les équipes de programmation et artistique, l'Artiste technique conçoit des outils et développe un pipeline de production graphique optimal pour soutenir le processus de création de son équipe pour le contenu actuel et à venir. Il ou elle veille à répondre à toutes les attentes artistiques et de design, dans le respect des contraintes de performance et des délais de production.

Pipeline et outils

- Superviser et tenir à jour le pipeline des ressources artistiques, et détecter les problèmes avant qu'ils n'atteignent une version.
- Développer et tenir à jour des outils de création numérique qui appliquent les conventions de nomenclature, les budgets de triangles, les dispositions UV, etc.
- Créer et maintenir les paramètres d'importation côté moteur (modèles, compression des textures, etc.).

Performance et optimisation

- Établir des budgets par asset (nombre de triangles, densité de texels, nombre de matériaux, etc.) par scène ou par classe d'assets, et vérifier les nouvelles soumissions d'assets par rapport à ces budgets avant que les dépassements ne s'accumulent dans tout le projet.
- Profiler les versions sur le matériel cible et traduire les résultats en étapes exploitables.
- Optimiser des assets spécifiques en cas de besoin.

Shaders et matériaux

- Travailler en étroite collaboration avec les programmeurs graphiques pour créer et tenir à jour la bibliothèque de shaders du projet en utilisant à la fois le Shader Graph et le HLSL.
- Collaborer avec le Directeur artistique pour prototyper de nouveaux effets visuels et travailler avec l'équipe artistique pour les intégrer au projet.
- Examiner et corriger les bugs de matériaux/shaders (artefacts de profondeur

📌 [Disney Dreamlight Valley PC/Console] Artiste technique - Technical Artist (Montreal)
🏢 Gameloft Montreal
📍 Montreal

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