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For 30 years we’ve been creating incredible video games at our multiple studios, but Rebellion is more than just games. We have our own film and mo-cap studio, we create board games, publish books, and through 2000AD, publish comics and graphic novels such as the amazing Judge Dredd.

We operate across multiple UK locations, with studios based in Oxford, Warwick, Liverpool, and Wakefield. Work-life balance is important to us, and we want everyone at Rebellion to work in the way that works best for them. So, if you are based in the UK, we are always open to discussing how we can support remote and/or hybrid working options.

The role

We are on the lookout for a Junior Technical Artist to join our team to help us on a variety of new projects we have in the works, including a strategic shooter, a post-apocalyptic survival action game, and a dark Sci-Fi shooter.

Your role as a Junior Technical Artist will be to research and create solutions to support the art asset pipeline, as well as participating in the creation of technical art features and implementing these within our proprietary engine. You’ll work with artists and programmers to create 3D art and bring it to life in the engine, review creative processes and identify opportunities for improvements to ensure our games are progressive and in line with the direction of industry standards.

You will have a focus on helping to develop the workflows to make quality and efficient art, while playing a role in guiding the art team during creation and optimisation of objects within our AAA games. This is a real opportunity to influence the technical art of Rebellion’s future projects.

Responsibilities

  • Maintain and improve existing art workflows and practices.
  • Identify inefficiencies in the art creation workflows and propose solutions.
  • Assist artists in learning new and best practices in content creation and optimisation
  • Maintain and improve best practice documentation and training materials.
  • Assist with performance profiling, memory and optimisation.

Requirements

  • Strong understanding of art creation workflows.
  • A demonstrable understanding of art fundamentals, such as composition.
  • Good experience within Maya, Blender or 3DS Max.
  • Basic understanding of runtime performance costs and how to optimise content.

Desirable

  • Exposure to HLSL and shader creation where relevant to art creation would be a plus.
  • Knowledge of procedural content workflows would be advantageous.
  • An understanding of photogrammetry is valued highly.
  • Experience with Adobe Substance packages would be a bonus.