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Ubisoft

Tools & Tech Art Programmer

Posted 6 Days Ago
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In-Office
Montréal, QC
Mid level
In-Office
Montréal, QC
Mid level
The role involves developing and supporting tools for game and level design, asset pipeline management, and enhancing VFX tools, working closely with artists and programmers.
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Company Description

Ubisoft’s teams are made up of 20,000 people spread across more than 30 countries around the world, united by a shared mission: to enrich players’ lives through unique and memorable gaming experiences. Their energy and talent have brought to life many acclaimed franchises such as Assassin’s CreedFar CryWatch DogsJust DanceRainbow Six, and many more to come.

Ubisoft is an equal opportunity employer and believes that diversity of backgrounds and perspectives is essential to creating worlds where everyone can thrive and express themselves.

Working at Ubi MTL means being part of a workplace that sparks creativity and fosters connection. We offer a collaborative environment focused on career growth, learning opportunities, and well-being (our generous benefits speak for themselves!).

If you're excited about taking on thrilling challenges, leveraging cutting-edge technologies, and shaping the future of entertainment, join us to create the unknown.

Job Description

Tech Art / Tools Programmer’s MandateRequirements:

  • Unity knowledge
  • Release experience of finished projects from beginning to end 

Tools for Game and Level Design:

  • Help continue the design of level editing tools (walls, props, level placement)
  • Responsible of bridging level editing tools
    • Work with main programmers to enhance and support them
  • Maintain and support team members that use level editing tools
    • Troubleshoot, tweak and balance created outcomes when needed

Tools for Asset Pipeline:

  • Responsible of automated Props and Models Processing pipeline
  • From source to game
  • Tag clean up of source meshes
  • Attempt automatic cleanup
  • Leave them tagged for manual cleanup to be done by artists
  • Generating destruction data
  • Support on Destruction Generation Tools development and maintenance
  • Part of the processing pipeline above
  • Maintaining and validating (likely with tools and scripts) proper assets setup
  • Help detect erroneous content that might not be working in-game

 
Support on VFX Tools and Integration:

  • VFX Shader Graph support
  • VFX tools for VFX artists
    • Batch coloring
    • Setup of templates
    • Tools that would help start an effect with the proper hierarchy and required components
  • Integration support on dynamic and gameplay sensitive effects
    • Entry points, triggers and feedbacks help

 
Support on Gameplay:

  • Support of operator abilities
  • Creation of editor tooling:
    • ‘Everyday’ workflows for managing gym scene ‘situation and setups’ for testing gameplay cases
  • Game ‘gym states’ editor
    • Helps test gameplay situations from a defined starting point

 
Tools for Artists:

  • Support on Ground Level / ‘Mega-Texture’ tech
  • Bridge between programmers and artists
  • Troubleshoot pain points in content creation by said tools

 
Rendering Tech Knowledge:

  • Support on rendering assets integration
    • Not necessarily low level knowledge
  • Help team members integrate, tweak and balance parameters exposed by rendering features implemented over time

 

Qualifications

  • Python (for build tools and optionally Unity Editor python driven tools)
  • Graphics and Rendering
    • HLSL knowledge
  • Houdini (if the tech programmer finds it useful for our project)

Top Skills

Hlsl
Houdini
Python
Unity

Ubisoft Montréal, Québec, CAN Office

5505 Boul. Saint-Laurent #2000, Montréal, Québec, Canada, H2T 1S6

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