[Disney Dreamlight Valley PC/Console] Artiste technique (Winnipeg)

[Disney Dreamlight Valley PC/Console] Artiste technique (Winnipeg)

21 Oct
|
Gameloft Montreal
|
Winnipeg

21 Oct

Gameloft Montreal

Winnipeg

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 excellent 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

To learn more about the game:

Trailer: https://www.youtube.com/watch?v=Hdvh9ninISE

Official website: https://disneydreamlightvalley.com/

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 Pipeline and tools

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 new 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 current 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 spa

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

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