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Technical Artist Lead

Argus Labs is building the next generation of massively multiplayer online (MMO) games by empowering players with the extensive freedom to build, extend, and influence the game worlds they inhabit. Our approach is centered around World Engine, our state-of-the-art onchain game server framework.

World Engine leverages a novel sharded rollup blockchain architecture, which allows games to use smart contracts for user-generated content (UGC) while scaling to tens of thousands of concurrent users without compromising performance. To date, World Engine is the most performant blockchain designed from the ground up for games and has been used in production for games like Dark Frontier, processing 700K+ player transactions within a week.

Backed by the best

We raised $10 million in seed funding led by Haun Ventures ($1.5B crypto fund led by former a16z GP, Katie Haun) with participation from influential angel investors in tech and gaming such as Elad Gil and Balaji Srinivasan (ex-Coinbase CTO).

Learn about who we are and our technology

Key Responsibilities:

  • Lead and mentor technical artists, ensuring high-quality, high-performance deliverables.

  • Collaborate with art and engineering teams to optimize workflows, game performance, and resolve technical challenges.

  • Design tools to streamline artist workflows, enhance efficiency, and support multi-platform asset creation.

  • Optimize assets to meet texture, polygon, and memory requirements for performance goals.

  • Develop shaders and visual effects that balance visual quality with performance.

  • Provide technical guidance on asset creation, rigging, and animation to support pipeline integrity.

  • Prototype and troubleshoot visual features for new mechanics, integrating assets with engineering support.

  • Research and implement new technologies to enhance the art and animation pipeline.

  • Document tools, workflows, and processes for consistent project alignment.

Requirements:

  • Proven experience as a Technical Artist in the gaming industry, with at least 3+ years in a lead or senior role.

  • Proficiency in 3D art tools such as Maya, Blender, 3ds Max, and game engines like Unity or Unreal Engine.

  • Strong knowledge of shader development, rendering pipelines, and performance optimization for multiple platforms.

  • Experience with scripting/programming languages (e.g., Python, MEL, C#) to develop tools and automate workflows.

  • Excellent problem-solving skills and the ability to troubleshoot and address technical challenges efficiently.

  • Leadership skills with a proven track record of mentoring and guiding a team of technical artists.

Perks & benefits

For full-time employees

  • A note for the game industry veterans: no crunch :-)

  • Flexible PTO (2 weeks required) + holidays

  • 100% employer-covered medical, dental, and vision insurance (US)

  • 401k (US)

  • Up to $1500 desk set-up stipend

  • Company retreats

We’re an equal-opportunity employer. All applicants will be considered for employment without attention to race, color, religion, sex, sexual orientation, gender identity, national origin, veteran, or disability status.

Average salary estimate

$125000 / YEARLY (est.)
min
max
$100000K
$150000K

If an employer mentions a salary or salary range on their job, we display it as an "Employer Estimate". If a job has no salary data, Rise displays an estimate if available.

What You Should Know About Technical Artist Lead, Argus Labs

Are you ready to take your career to the next level as a Technical Artist Lead at Argus Labs in San Francisco? We are on a mission to shape the future of massively multiplayer online (MMO) games, and we need someone with your expertise to help us make this vision a reality. At Argus Labs, we’ve developed World Engine, an innovative onchain game server framework that gives players the freedom to build and influence their game worlds. With a cutting-edge blockchain architecture, World Engine enables seamless integration of user-generated content while handling tens of thousands of players at once. As the Technical Artist Lead, you will play a crucial role in guiding our talented team of technical artists, partnering with art and engineering teams to optimize game performance and tackle technical challenges head-on. Your experience with 3D art tools, shader development, and performance optimization will be essential in crafting top-notch visuals that captivate our players. If you are passionate about leading a team and shaping the future of gaming, we want to hear from you!

Frequently Asked Questions (FAQs) for Technical Artist Lead Role at Argus Labs
What are the responsibilities of a Technical Artist Lead at Argus Labs?

As a Technical Artist Lead at Argus Labs, your primary responsibilities include mentoring the technical art team, optimizing workflows across art and engineering departments, designing robust tools for artists, and ensuring that all assets meet our performance goals. This role will also require you to develop shaders, troubleshoot new visual features, and continuously research technology to enhance our art pipelining. Your leadership and technical prowess will ensure that our game visuals are outstanding while remaining performant.

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What qualifications do I need to become a Technical Artist Lead at Argus Labs?

To qualify for the Technical Artist Lead position at Argus Labs, you should have at least 3+ years of experience in a senior or lead technical artist role within the gaming industry. Proficiency in 3D art tools such as Maya, Blender, and engines like Unity or Unreal Engine is crucial. You should also have strong knowledge of shader development and rendering pipelines, coupled with experience in scripting languages like Python or C#. Additionally, you'd need excellent problem-solving capabilities and proven leadership skills to guide a team effectively.

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What tech stack do Technical Artists at Argus Labs use?

Technical Artists at Argus Labs utilize a variety of industry-standard software and tools to bring our gaming visions to life. This includes 3D art tools like Maya and Blender, along with game engines like Unity or Unreal Engine. You'll also engage with scripting and programming languages like Python, C#, and MEL for automating workflows and developing tools that improve artist efficiency.

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What sets Argus Labs apart as an employer for Technical Artists?

At Argus Labs, we pride ourselves on fostering a supportive work environment that prioritizes work-life balance and creativity. We offer flexible paid time off, comprehensive health benefits fully covered by the employer, a generous 401k plan, and notable perks like a desk setup stipend. Plus, with our commitment to no crunch time, seasoned gamers will appreciate our dedication to maintaining a healthy work environment.

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How can I prepare for the role of Technical Artist Lead at Argus Labs?

Preparing for the Technical Artist Lead role at Argus Labs involves honing your technical and artistic skills through continuous learning and practice. Make sure to stay updated on the latest trends in game development and art technology. Building a diverse portfolio showcasing your best work with a focus on optimization and aesthetic quality will be crucial. Additionally, working on teamwork exercises and developing your leadership capacity will set you apart as a strong candidate.

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Common Interview Questions for Technical Artist Lead
How do you prioritize tasks when leading a technical art team?

When leading a technical art team, I prioritize tasks by assessing project deadlines, team member strengths, and any technical challenges that need immediate attention. I believe in open communication, so I ensure that everyone on the team is involved in planning sessions where we can collectively identify priority tasks and set achievable goals before dividing responsibilities.

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Can you explain a time when you resolved a major technical challenge in a previous project?

In my previous role, we faced a significant performance bottleneck due to high-resolution textures affecting frame rates. I collaborated with the art team to optimize the assets by creating texture atlases. Additionally, I developed a shader that dynamically reduced texture resolution based on distance from the camera, which improved performance without sacrificing visual quality. This approach not only solved the issue but also enhanced the player experience.

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What tools do you use to manage workflows and documentation?

I rely heavily on project management tools such as Trello or Jira to track workflow and deadlines. For documentation, I prefer using Confluence or Google Docs, as they allow for collaborative edits and easy sharing across the team. Maintaining clear, accessible documentation is essential for keeping everyone aligned and ensuring the integrity of the art creation pipeline.

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What is your experience with shader development?

I have extensive experience in shader development, having worked on various visual effects throughout my career. I enjoy experimenting and creating custom shaders tailored to specific artistic requirements. My focus is on achieving optimal balance between visual aesthetics and performance. I strive to ensure that shaders work seamlessly across multiple platforms.

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How do you handle feedback from your team?

Feedback is crucial for team success, so I actively encourage a culture of open communication. I listen intently to my team’s ideas and concerns, making sure that everyone feels valued. When providing feedback, I focus on constructive critiques that aim to uplift and guide rather than discourage. This approach fosters an environment where team members feel comfortable sharing and collaborating.

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Tell us about a project where you conducted research and implemented new technologies.

In a past project, I took the initiative to explore real-time rendering technologies that could enhance our game's performance. After thorough research, I proposed integrating a new rendering engine that optimized resource management, which significantly reduced load times. I lead the implementation phase, collaborating with both engineering and art teams to ensure a smooth transition and optimize workflow.

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How do you stay updated with trends in game development and technology?

I regularly follow industry blogs, attend webinars, and participate in online courses to stay current with trends in game development. Platforms like GDC Vault, and attending conventions help me network and exchange ideas with other professionals. I believe this continuous learning offers insights that can be directly applied to our projects.

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What is the most rewarding aspect of being a Technical Artist Lead?

The most rewarding aspect of being a Technical Artist Lead is witnessing my team's growth and development. It excites me to mentor aspiring technical artists and to see their ideas flourish into tangible game features. Additionally, being at the intersection of art and technology allows me to contribute meaningfully to creative processes, ultimately enhancing the player's experience.

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Describe your process for optimizing game assets.

My process for optimizing game assets begins with reviewing the basic requirements from the engineering team regarding performance metrics. Following that, I analyze the assets for unnecessary details or polygons and utilize level of detail (LOD) techniques to manage performance effectively. I also assess texture sizes and compression methods to ensure quality without compromising on performance. Each optimization effort is then tested to ensure it aligns with our standards.

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How would you integrate UGC (user-generated content) into the existing game framework?

Integrating UGC requires close coordination between artists and engineers. I would ensure the framework is flexible enough to accommodate user submissions by implementing clear guidelines and tools for players to create their content. It would require substantial testing to guarantee that user-generated content aligns with our performance standards and does not disrupt the overall experience. Providing users with intuitive creation tools is also paramount.

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EMPLOYMENT TYPE
Full-time, on-site
DATE POSTED
December 10, 2024

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