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Lead Technical Artist - Shaders
Работа в престижной студии над AAA-играми мирового уровня. Позиция предлагает высокую степень влияния на визуальный стиль и использование передовых технологий (UE5), однако требует обязательного присутствия в офисе 3 дня в неделю.
Сложность вакансии
Роль требует исключительного сочетания художественного вкуса и глубоких технических знаний UE5 (Lumen, Nanite). Высокий порог входа обусловлен необходимостью иметь за плечами минимум два выпущенных AAA-проекта и опыт руководства командой.
Анализ зарплаты
Зарплата для позиции Lead в Чехии в международной студии обычно выше среднего по рынку, учитывая дефицит специалистов такого уровня. Указанный диапазон соответствует ожиданиям для опытных лидов в индустрии разработки игр класса AAA в Центральной Европе.
Сопроводительное письмо
I am writing to express my strong interest in the Lead Technical Artist (Shaders) position at Hangar 13. With over 8 years of experience in the AAA games industry and a deep specialization in Unreal Engine's rendering pipeline, I have consistently delivered high-fidelity visual solutions while maintaining strict performance budgets. My background includes leading technical art teams through the complexities of PBR workflows and implementing advanced UE5 features like Lumen and Nanite to achieve world-class results.
In my previous roles, I have successfully bridged the gap between artistic vision and technical execution, creating modular shader libraries that empowered environment and character artists. I am particularly drawn to Hangar 13's reputation for narrative-rich storytelling and am eager to contribute my expertise in look development and shader optimization to your upcoming projects. I am confident that my leadership skills and technical proficiency will help drive the visual quality bar even higher for your studio.
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Присоединяйтесь к команде Hangar 13 и создавайте визуальные эффекты нового поколения для культовых AAA-проектов!
Описание вакансии
| Job Title | Lead Technical Artist - (Shader / Material) |
|---|---|
| Department | Art |
| Location(s) | Brighton / Brno |
| Reports To | Technical Art Director |
| Job Type | Permanent |
Who We Are
Hangar 13 is an internal 2K development studio that crafts unforgettable AAA gaming experiences across all major platforms . With studios in Brighton (UK), Brno, and Prague (CZ), we work as one team to bring to life narrative-rich games that keep players immersed. Each of our locations provides the opportunity to work with some of the most talented developers in the industry, on creatively challenging and exciting projects, in a diverse and welcoming environment.
Job Summary
We are seeking a highly skilled Lead Shader / Material Artist with deep expertise in Unreal Engine 5. In this leadership role, you will define the standards for material workflows, drive innovation in look development, and collaborate with artists, technical teams, and engineering to achieve world-class visuals while maintaining optimal performance.
This position demands both artistic sensibility and strong technical problem-solving, with mastery of UE5’s material editor, shader graph, Lumen, Nanite, and advanced rendering features.
In addition to leading internal team members, you will also oversee and collaborate with external co-development partners, ensuring their work aligns with our creative vision, technical standards, and production goals.
Please note we do require someone to be onsite at one of our Studios at least 3 days a week.
Duties and Responsibilities
- Define and drive the visual and technical quality bar for all shaders and materials in the project.
- Establish a shader and material pipeline optimized for both high visual fidelity and real-time performance across platforms.
- Lead R&D into UE5’s advanced rendering features (Lumen, Nanite, virtual texturing, runtime virtual shadows, etc.) to enhance the project’s material systems.
- Partner with the Art Director to ensure materials support the game’s overall art direction and style.
- Create and maintain a library of modular, reusable, and performant shaders and materials.
- Develop complex materials for characters, environments, weapons, FX integration, and cinematics, working closely with these disciplines to ensure seamless integration across the project.
- Work with lighting and rendering teams to achieve physically accurate, believable surfaces under dynamic lighting conditions.
- Optimize materials for memory, draw calls, and runtime performance across platforms.
- Manage, mentor, and inspire a team of shader/material artists and technical artists.
- Review work, provide feedback, and set standards for quality and consistency.
- Collaborate with external partners or outsourcing vendors to ensure materials meet AAA expectations.
Essential Skills, Attributes and Experience
- Minimum 7+ years’ experience in the games industry, with at least 2 shipped AAA titles.
- Proven track record as a Senior or Lead Shader/Material Artist on a large-scale project.
- Expert-level proficiency in Unreal Engine 5 material editor, shader graph, and rendering pipeline.
- Strong understanding of PBR workflows, physically-based shading models, and material authoring.
- Hands-on experience with Lumen, Nanite, and virtual texturing in UE5.
- Ability to balance high visual fidelity with performance optimization.
- Strong leadership, mentoring, and cross-discipline collaboration skills.
Highly Desirable
- Experience with procedural material workflows (e.g., Substance Designer, Houdini).
- Knowledge of HLSL or shader programming for advanced customization.
- Familiarity with real-time ray tracing and cinematic rendering in UE5.
- Experience with material systems for multiplayer and large open worlds.
- Passion for experimenting with new rendering techniques and staying ahead of industry trends.
Hangar 13 prides itself on the diversity of its team members, partners, and communities. For this reason, we remain committed to providing equal employment opportunity in all aspects of the employment relationship, from recruitment and hiring through compensation, benefits, discipline and termination.
As an equal opportunity employer, we are also committed to ensuring that qualified individuals with disabilities are provided reasonable accommodation(s) to participate in the job application and/or interview process, to perform their essential job functions, and to receive other benefits and privileges of employment. Please contact us if you need to request reasonable accommodation.
SECURITY NOTICE - We have recently been made aware of increasing occurrences of bad actors posing as company HR personnel to gain information from "potential candidates", in the form of job interviews and offers. These scams can be quite sophisticated and appear legitimate.
Please know that Hangar 13 and 2K never use instant messaging apps to contact prospective employees or to conduct interviews.
If you believe you have been a victim of such a scam, you may fill out a complaint form at https://complaint.ic3.gov/ and https://reportfraud.ftc.gov/ detailing as much as possible. We are taking these matters very seriously and apologize for any inconvenience.
#LI-Hybrid
##LI-MW1
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Навыки
- Unreal Engine 5
- Shaders
- PBR
- Lumen
- Nanite
- HLSL
- Substance Designer
- Houdini
- Technical Art
- Look Development
Возможные вопросы на собеседовании
Проверка глубины технических знаний архитектуры Unreal Engine 5.
Как бы вы оптимизировали сложный мастер-материал, использующий Virtual Texturing, для обеспечения стабильной частоты кадров на консолях текущего поколения?
Оценка лидерских качеств и умения работать с внешними командами.
Опишите ваш подход к контролю качества и соблюдению технических стандартов при работе с внешними аутсорс-партнерами.
Проверка понимания современных технологий освещения.
Какие основные ограничения Lumen вы учитываете при создании материалов для динамического окружения в открытом мире?
Оценка навыков наставничества.
Как вы подходите к обучению младших технических художников работе с HLSL и сложными шейдерными графами?
Проверка умения находить баланс между визуалом и производительностью.
Расскажите о случае, когда художественное видение проекта конфликтовало с техническими ограничениями производительности. Как вы разрешили эту ситуацию?
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