Technical artist — water & weather
Water is our main character. You will work with the simulation team to turn depth, flow and saturation data into something readable and beautiful: shaders for wet clay and flooded fields, rain and wind VFX, and the tools our artists use to dress each region.
You probably
- have experience with shader authoring (HLSL or GLSL) and a DCC tool of your choice
- care about readability as much as about looks
- can explain a performance budget to an artist and a colour palette to a programmer
Practical
- Fixed-term contract until Early Access with the intention to extend
- Hardware provided, home-office budget for remote colleagues
How to apply
Use the contact form, choose “Jobs”, and include a link to your CV and portfolio. Please tell us which of our games, or other games, you have opinions about.