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Descriptions et critères
Frostbite is EA’s proprietary game engine, equipped with a rich suite of tools and technologies to build incredible games. Our in-house engine gives us the ability to tailor workflows to each game while partnering closely with teams to prioritize and build the right features at the right time.
We’re looking for a Technical Artist who enjoys working at the intersection of technology and creativity-turning complex systems into intuitive tools and workflows for content creators.
What does a Technical Artist do?
As a Technical Artist on the Frostbite development team, you will report to the Technical Art Director and collaborate with engineers, technical artists, and designers across multiple game teams. Your focus will be on designing and evolving features and workflows with a content-creator mindset, enabling teams to build interactive, performant game worlds efficiently and at scale.
You’ll help ensure that Frostbite’s tools are powerful, user-friendly, and ready to support modern AAA development.
You will
Become a power user of Frostbite’s physics and interaction tools, helping to guide tool and workflow development that supports interactive, responsive environments with scalable performance.
Collaborate with technical artists, designers, and engineers to design, iterate on, and improve tools and pipelines used for environment creation, set dressing, and systemic interactions.
Help establish, document, and evangelize best practices for high-quality physics, collision, and destruction, with strong attention to stability, performance, and ease of iteration.
Translate game team requirements into robust, intuitive tools and workflows, drawing on experience with procedural systems, node- or graph-based authoring, visual scripting, and content automation.
Explore and prototype procedural and data-driven solutions-including integrations with tools like Houdini-style workflows, PCG frameworks, or similar systems-to accelerate content creation.
Contribute to profiling and optimization efforts for real-time content (e.g., shaders, VFX, complex scenes), helping teams hit performance targets without sacrificing visual quality.
Support multiple projects by debugging content and pipeline issues, identifying friction points for creators, and collaborating on improvements that can benefit many teams.
You will need
2+ years of experience in game development as a Technical Artist, or similar hybrid role, working on shipped or in-production titles and contributing to tools, systems, or pipelines used by content creators.
Experience with at least one modern game engine (e.g., Frostbite, Unreal Engine, Unity) and familiarity with how physics, collision, animation, and rendering systems interact in real time.
A background in building or supporting tools and workflows for level, environment, or content creation-such as procedural set-dressing tools, PCG-based systems, or tech-art pipelines.
Strong collaboration and communication skills, with a track record of working effectively in multidisciplinary teams, often across different disciplines and locations.
A creator-focused mindset: you care about how tools feel to use, how they fit into production, and how they can reduce friction for artists, designers, and other content creators.
Bonus
Experience with visual scripting or scripting languages such as Blueprint, VEX, Python, Lua, or similar, particularly for building tools, procedural content, or automation.
Familiarity with procedural content creation tools and workflows (e.g., Houdini-style node graphs, PCG frameworks, or custom procedural systems integrated into game engines).
Hands-on involvement with AI or ML-assisted pipelines or R&D-such as integrating AI tools into content workflows, training models or variants (e.g., LoRA-like approaches), or designing AI-assisted production flows.
Experience contributing to games as a tools, systems, physics, or tech art specialist, especially in areas involving interactive environments, destruction, or systemic gameplay.
Demonstrated experience in profiling and optimizing real-time scenes, including work on shaders, VFX, foliage, environment assets, and related performance-sensitive content.