Technical Artist [FAR CRY Project]

Ubisoft Toronto

Toronto, ON, Canada


  • Technical Art
  • Technical Art


  • Realistic
  • Realistic


  • 3DS Max
  • Adobe Substance 3D Designer
  • Adobe Photoshop
  • 3DS Max
  • Adobe Substance 3D Designer
  • Adobe Photoshop

On being a Technical Artist at Ubisoft Toronto


As a Technical Artist at UbiTO, you know you’ve done your job when the feature your team has created for a game is visually stunning while maintaining its cutting-edge performance. You strive to exceed players’ expectations of a AAA game.


To achieve this, you bridge the worlds of the artist and the programmer, acting as an interpreter and problem-solver. Because of you, the two collaborate cohesively and efficiently, on budget and on deadline, using the most appropriate tools and pipelines. You ensure assets can be rendered without compromising the artistic vision, on the one hand, or busting your memory budget on the other, setting benchmarks for your feature as you go along. You are the team’s hybrid specialist, speaking both from the heart and the mind, with your eye on AAA quality.


You are in the vanguard of your field; your curious and passionate nature sees you investigating, creating and implementing new techniques that will drive your team’s feature to the forefront of the videogame industry and set new standards. As such, you’re a seasoned instructor and enjoy sharing your knowledge and expertise.


The daily life of a Technical Artist at Ubisoft Toronto:


  • In the early stages of production, you will:
    • Establish quick, efficient and clear pipelines;
    • Prepare coherent documentation for pipelines, tools and procedures;
    • Do benchmarking for your features through research and testing;
    • Prototype features and provide transparent accounts of their performance;
    • Work on creating asset banks (such as textures).
  • During production and its later stages, you will also:
    • Ensure coworkers adhere to procedures and standards you’ve established;
    • Update documentation;
    • Fix performance bugs and polish your feature.
  • Train coworkers and support them.



What it takes to make it:


  • A college diploma in videogame modelling or equivalent
  • 5 years of experience as a modeller or artist in the videogame industry
  • Experience developing for consoles—at least two full production cycles
  • Experience with software such as 3ds Max, Photoshop, or Substance Designer
  • Scripting knowledge (C#, JavaScript, maxscript) is an asset
  • You wear—and enjoy wearing—many hats, including artist, programmer, diplomat, teacher, communicator, leader, supporter, memory-budget manager, creator, innovator and “get-it-doner”. Among others.


We know that skills and competencies show up in different forms and can be based on different experiences, that's why we strongly encourage you to apply even though you may not have all the requirements listed above.


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