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Principal Technical Artist

Company Description

People Can Fly is one of the leading independent AAA games development studios. Our international team consists of hundreds of talented individuals who work from offices in Poland, the UK, Ireland, the US, and Canada, as well as from all over the world thanks to our remote work programs.

Founded in 2002, we made our mark on the shooter genre with titles such as Painkiller, Bulletstorm, Gears of War: Judgment, and Outriders. We are one of the most experienced Unreal Engine studios in the industry and we are expanding it with in-house solutions called PCF Framework.

Our creative teams are currently working on several exciting titles: Gemini, a project being developed with Square Enix; Gears of War: E-Day developed in collaboration with Microsoft Corporation; Project Echo for Krafton; Bifrost & Lost Rift are projects we're growing in the self-publishing model. We are also busy working on a VR and undisclosed projects, more information on those to come later.

With over 20 years of experience, PCF sets out to explore new horizons. We aim to combine our expertise with the creativity of the best and most forward-thinking talents in the industry to work together on the new generation of action games for the global gaming community.

If you decide to accompany us on this journey, you’ll have a chance to perfect your craft and expand your knowledge, working alongside leaders in the industry on bringing a brand-new, unique experience to players worldwide.

Job Description

Maintain artistic direction and quality

  • Making final materials for characters, environment assets, and effects, also supports existing material systems.
  • Content creation-mock up features in external programs or tweak shader code, experiment with features.
  • To tweak assets by using modeling and texturing skills.
  • Help improve and refine shader, texture, lighting quality.
  • Cooperation on setting artistic vision benchmarks and helping define the style under Art Director/Lead supervision, as well as maintaining the quality standards across the entire development pipeline.

Production/deadline

  • Maintain the production and software pipeline and meet deadlines.
  • Develop powerful and efficient workflows for the Art team.
  • Research and implement new techniques and procedures to improve game asset quality.
  • Explore and help develop new technologies for integration into the asset pipeline.
  • Can be responsible for managing and supervising bigger features and other projects implementations.
  • Bug Fixing and describing R&D case studies in the knowledge base.

Feedback

  • Participate in reviews, adapt to, and implement feedback from leads and peers in a professional manner.
  • Provide feedback and improvement to visual quality.

Collaboration/Communication 

  • Work with developers in multiple disciplines and ensure that work gets integrated into the build.
  • Collaborate with Tech Art and lead on R&D initiatives, to explore new techniques and implement improvements to pipelines and workflows.
  • Analyze and improve art asset inefficiencies to optimize console and PC performance.
  • Knowledge sharing.
  • Act as a liaison between the Engineering and Art departments.
  • Identify and resolve pipeline issues without supervision.
  • Use diagnostic tools to examine the current content and identify areas for improvement as well as develop the tools.
  • Work with programmers and artists to optimize content creation.
  • Work with programmers on developing new features and workflows.
  • Occasionally support leads and HR collaboration in recruitment efforts.
  • Occasionally support new hires during the onboarding process.

Qualifications

  • 7+ years in AAA console/PC game development including 5+ year in unreal engine
  • A strong portfolio showcasing AAA quality work done in engine (Unreal, Unity or Proprietary Engine).
  • Excellent knowledge of industry-standard software packages for modeling, high-poly sculpting (Maya, Max, ZBrush, Photoshop, or their equivalents).
  • Artistically interpret concepts or creatively push beyond an initial ideation.
  • A solid understanding of traditional art skills along with foundational design competencies (shape, form, texture, value and color).
  • Advanced knowledge of real-time rendering challenges and techniques.
  • Extensive experience working with Unreal Engine tools, Visual scripting and best practices.
  • Strong knowledge of current 3D graphics techniques.
  • Strong knowledge of particle systems, environmental effects, cloth simulations, lighting, and dynamics.
  • Advanced knowledge of current tech art workflows and practices.
  • In-depth understanding and experience of game dev standard pipelines, tools and content creation.Strong analytical thinking and high proficiency in technical problem solving skills.Adaptive. 
  • Ability to adapt, and develop specific art style, techniques and workflows with minimum guidance.
  • Strong mentoring skills.
  • Ability to collaborate with department leads, and different departments to solve artistic and technical challenges.
  • Strong verbal and written communication skills in English.
  • Self-motivation.

Nice to have:

  • Degree in any art field.
  • Extensive experience working the Unreal Engine especially with Blueprints, Material Editor, and Matinee.
  • Max Scripting and HLSL or shader programming experience.
  • Scripting and plug-in writing skills with Maya and Python or C++.
  • Houdini experience.

Additional Information

What we offer:

  • Benefit package 100% paid by PCF. The insurance company reimburses 100% of claims (Up to $1000 per service a year, as well as individual family coverage).
  • Full Dental coverage, including major dental.
  • 4% RRSP matching before tax deductions, 100% vested on day 1.
  • Paid week off during Winter Holidays.
  • 20 paid vacation days and 5 paid sick days.
  • Free virtual health and mental well-being sessions are included in the plan for members and their dependents.
  • A competitive salary and performance-based annual bonuses.
  • Personal development opportunities and ability to work in a global environment.
  • Work in a creative team with people full of passion for what they do.

We are committed to an inclusive and diverse work culture. PCF is an equal opportunity employer. We do not discriminate based on race, color, ethnicity, ancestry, national origin, religion, sex, gender, gender identity, gender expression, sexual orientation, age, disability, genetic information, marital status or any legally protected status.

Average salary estimate

$100000 / YEARLY (est.)
min
max
$80000K
$120000K

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 Principal Technical Artist, People Can Fly

At People Can Fly, we’re excited to announce an opening for a Principal Technical Artist to join our talented team. Based in Montréal, QC, you’ll play a pivotal role in maintaining artistic direction and quality throughout our development process. With over 20 years of industry experience, we are known for our groundbreaking AAA games like Outriders and Gears of War: Judgment. In this role, you’ll lead content creation, enhance existing material systems, and refine shaders, textures, and lighting to ensure we exceed artistic benchmarks set by our Art Directors. Your expertise will drive the art team's efficiency as you develop workflows and explore innovative technologies to elevate our game assets. We thrive on collaboration, and you’ll work closely with developers from various disciplines, contributing your insights to improve art asset quality and performance in both console and PC environments. Not only will you supervise larger projects, but your mentorship will also help shape new talent within the company. Join us if you’re ready to venture into exciting new gaming horizons as part of a creative team that values passion and innovation!

Frequently Asked Questions (FAQs) for Principal Technical Artist Role at People Can Fly
What are the responsibilities of a Principal Technical Artist at People Can Fly?

A Principal Technical Artist at People Can Fly is responsible for maintaining the artistic direction and quality of game assets, which includes creating final materials for characters and environments, improving shader and texture quality, and developing efficient workflows for the Art team. You will also engage in collaboration with various departments to ensure a cohesive process throughout the game's development.

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What qualifications are needed for the Principal Technical Artist position at People Can Fly?

To qualify for the Principal Technical Artist position at People Can Fly, candidates need at least 7 years of experience in AAA game development, with over 5 years specifically in Unreal Engine. A strong portfolio showcasing AAA quality work, excellent knowledge of industry-standard software for 3D modeling and sculpting, along with traditional art skills and real-time rendering techniques, are essential for this role.

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What does the work environment at People Can Fly look like for a Principal Technical Artist?

People Can Fly offers a dynamic work environment that fosters creativity and innovation. As a Principal Technical Artist, you will work alongside a diverse team that includes developers from various disciplines, emphasizing collaboration and shared problem-solving. The studio supports individual development while maintaining high standards in game quality and artistic vision.

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How does the Principal Technical Artist contribute to game asset quality at People Can Fly?

The Principal Technical Artist contributes significantly to game asset quality by guiding the creation and refinement of artistic assets, implementing advanced rendering techniques, and optimizing workflows to ensure high performance on console and PC. This role involves participating in reviews, providing constructive feedback, and actively collaborating with the team to adjust and elevate the game's visual quality.

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What additional benefits do Principal Technical Artists receive at People Can Fly?

Principal Technical Artists at People Can Fly enjoy a comprehensive benefits package, including 100% covered health and dental insurance, RRSP matching, paid time off during the winter holidays, 20 vacation days and 5 sick days annually, and free access to virtual health sessions. The studio is committed to personal and professional development, ensuring a supportive and inclusive workplace.

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Common Interview Questions for Principal Technical Artist
Can you describe your experience with Unreal Engine and how it relates to the role of Principal Technical Artist?

When answering this question, highlight specific projects where you've utilized Unreal Engine. Emphasize your familiarity with its tools, your role in the development process, and how you've overcome challenges. Making a direct connection between your experience and the responsibilities outlined in the job will showcase your fit for the position.

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How do you maintain artistic quality while meeting production deadlines?

Discuss your strategies for balancing quality and productivity, like establishing clear milestones and prioritizing tasks based on impact. Share examples of how you’ve efficiently managed your time and resources in past projects and the methods you’ve implemented to ensure that artistic vision aligns with production schedules.

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What is your approach to mentoring junior artists in a team environment?

When responding, underline your commitment to fostering growth in junior colleagues. Highlight your techniques for sharing knowledge, providing constructive feedback, and creating an encouraging atmosphere. Specific examples of mentoring successes can illustrate your capabilities as a leader in the studio.

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Describe a challenging technical problem you've solved in previous projects.

Prepare a detailed example of a complex challenge you faced, outlining the problem, your analysis, the solution you implemented, and the outcome. This will demonstrate your analytical skills and your ability to think critically under pressure, both vital traits for a Principal Technical Artist.

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How do you stay current with industry trends and technologies?

Discuss your methods for staying informed, such as following industry publications, attending conferences, and participating in relevant online communities. Showcase your proactive approach to learning new techniques or tools that can be applied in your work as a Principal Technical Artist.

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Can you explain your process for creating and refining shaders in game development?

In your answer, outline your step-by-step process for shader creation, emphasizing how you experiment with various techniques and apply feedback during development. Discuss specific examples from your previous work to illustrate your proficiency in this area.

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How do you ensure effective communication between art and engineering teams?

Talk about the strategies you've used to facilitate clear communication, such as regular meetings, shared project updates, and collaboration tools. Highlight your experience acting as a liaison, ensuring that both teams are aligned on project goals and addressing any discrepancies promptly.

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What tools and techniques do you utilize for optimizing game assets for performance?

Enumerate the tools and techniques you’ve used to analyze and improve performance, such as profiling tools, asset reduction strategies, and texture optimization. Illustrate your understanding by providing examples of how your optimizations directly enhanced gameplay experience in your previous projects.

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How do you incorporate feedback from the team into your artistic direction?

Discuss your open-mindedness and adaptability when receiving feedback. Emphasize your collaborative approach by explaining how you take insights from leads and team members, reflect on them critically, and integrate them into your work to improve the end product.

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What role does innovation play in your approach as a Principal Technical Artist?

Articulate how innovation is central to your work, whether it's experimenting with new tools, techniques, or processes. Share examples where innovative thinking led to significant improvements in quality or efficiency, emphasizing its importance in the fast-evolving world of game development.

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Established in 2002, People Can Fly, is one of the best AAA game development studios in Poland. PCF operates in Warsaw, Rzeszów, ód, New York, Newcastle and Montreal. PCF made its mark on the shooter genre and is known for titles such as Painkille...

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Full-time, remote
DATE POSTED
April 10, 2025

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