TECHNICAL ARTIST - UNREAL (MID-LEAD) (CONTRACT) - REMOTE
- Legion Developer
- 5 days ago
- 3 min read
Updated: 4 days ago

Technical Artist - Unreal (Mid - Lead) (Contract) Remote
Job Description Join us at Legion Studios as we work on our debut title backed by a major upcoming publisher.
We are currently working on Covenant; a First-Person Melee / Shooter RPG set in a Dark Fantasy world; weaving strong gameplay, immersive worlds, and compelling narratives to capture the imagination of our players in both multiplayer and single-player modes.
We are in search of talented and passionate developers driven by an unwavering commitment
to unveil the next gaming pillar. Joining our team will allow you to have a significant impact on the projects we work on, and we are looking for self-motivated team members with a strong work ethic.
Below is what you would be responsible for here at Legion Studios.
Responsibilities
Optimization
Optimize, and then maintain graphic assets and authoring techniques to achieve high quality results that fit within memory and framerate targets; specifically as it pertains to Material Graphs, Shader performance (instructions), 3D assets, 2D Graphics
Profiling and knowledge of deep optimization techniques specific to Unreal Engine (Unreal Insights / Vtune or similar tools)
Optimize environments using a variety of techniques, such as level streaming, HLOD’s, manual per-actor optimization, culling volumes, etc.
Work alongside programmers to validate asset creation practices and monitor game performance metrics through profiling, captures, and pipelines
Art Implementation
Develop custom workflows using scripts and coded tools solutions in support of environment, level-design, VFX, and asset teams
Implement and maintain UI for in-game screens, features, and content utilizing UMG (Unreal Motion Graphics) within Unreal Engine. Ensure UI is optimized.
Implement standardized art techniques, such as RVT’s for landscapes, Render Targets for custom effects, etc.
Occasional specialty shader techniques to be used in post process materials.
Partner with Engineering , Art, and Design teams to design workflows, and build valuable well thought out solutions.
Address all aspects of performance in a hands-on manner such as: collision, texture practices, mesh construction and UVs, shader performance, overdraw issues, and more.
Directly contribute to establishing and improving artist workflows.
Use PCG, Houdini, Houdini Engine, and/or Black Magic (C++) to improve the scope, scale, and quality of our creations
Build, organize and maintain a cohesive material library
Console Porting
Converting 3D models, textures, and animations into game-ready formats for both PC and Console, optimizing polygon counts, texture resolutions, and rendering techniques to achieve performance goals for multiple device platforms
Animation
Rigging in Maya/Blender: Develop, test and maintain rigs for characters, monsters and weapons (including quadrupeds, humanoids and flying creatures).
Unreal Engine Proficiency: In-depth understanding of Unreal’s animation pipeline, including Control Rig, Animation Blueprints, Anim Notifies, State Machines, Blendspaces, Animation Montages, Motion Matching and Procedural Tools.
Dynamics: Oversee and implement simulations for cloth, hair, Lip Sync and other dynamic elements across a diverse range of characters, creatures and weapons.
Object Oriented Practices: Ensure good class structures are maintained. An example of this would be keeping all generic character behavior in a parent class, and isolating unique behavior to sub classes, or systems.
Ensure optimized skinning practices and user functionality for the animation team.
Extensive optimization across all Anim System
Collaborate with other disciplines like Design, Art and Engineering
Creating uniformity and flexibility between a complex 1P Anim BP, and 3P Anim BP
Requirements
Experience with Unreal Engine and the related workflows.
Be self-sufficient and self-motivated, can perform duties with little oversight
Experience in environment workflows and processes including lighting, VFX, asset creation, and procedural placement
Advanced knowledge in physically-based material systems, custom lighting models, VFX, and anything involving the Unreal real time rendering pipeline.
A strong background in driving optimization and performance while understanding limitations of various platforms
Expertise in at least one high-level programming language like Python, C#, Blueprint or other
Experience with Unreal Engines UMG (Unreal Motion Graphics) editor for UI development.
Demonstrated expertise with several of the following pipelines: Environments, Character, Rigging, Shaders, Optimization, Behaviors, or Asset Pipeline.
Experience in shader languages (GLSL, ShaderLab, HLSL).
Expertise with Houdini, World Machine, Gaea, Maya, 3Ds Max, Blender and with Unreal, Unity or any proprietary game engine is a plus
A portfolio with examples and detailed breakdowns showcasing your practical work
Experience with a version control system (e.g. Perforce, Git, SVN, etc.)
Experience working with hair, and lip-sync / facial animation within Unreal Engine.
Bonus experience
Willingness to learn/research other systems and tools
Experience writing custom post process shaders
Experience working in 1st Person Games, specifically as it pertains to melee combat and the techniques needed
Understanding of Unreal's projection methods (e.g. standard vs panini) and the ability to work in that realm
History and experience in creating Niagara Custom Modules
Substance Painter skill
HOW TO APPLY
When applying, please add the position you are applying to in the subject line of the email. For example "Senior Gameplay Engineer Application - (My Name)".Â
Please be sure to include all relevant portfolios, resumes, and materials.Â