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Informazioni generali

Località: Vancouver, British Columbia, Canada 
ID del ruolo
211931
Tipo di dipendente
Regular Employee
Studio/Reparto
CT - Creative Innovation
Modalità di lavoro flessibile
Hybrid

Descrizione e requisiti

Electronic Arts crea esperienze di intrattenimento di livello superiore che ispirano giocatori e fan in tutto il mondo. Qui, tutti fanno parte della storia. Parte di una comunità che si connette in tutto il mondo. Un luogo dove la creatività prospera, vengono stimolate nuove prospettive e le idee contano. Una squadra in cui tutti possono giocare.

The Creative Innovation team within the Central Technology organization is the driving force behind EA's cutting-edge research, 3rd-party partnerships, and content creation technologies. From AI-powered tools for character animation to groundbreaking world-building systems, this team researches, innovates, and integrates transformative technologies into creative workflows. By joining Creative Innovation, you'll work at the intersection of creativity, technology, and design solutions that redefine immersive gaming experiences. If you're looking for a team that combines the agility of a startup with the impact of a global AAA, then we're looking for you.


This is a hybrid remote/onsite role in Burnaby, BC. This is an individual contributor role.


The Challenge Ahead…

We're at the forefront of environmental tools development for flagship titles like Battlefield and our sports franchises, creating procedural tools for buildings, stadiums, crowds, and cities.

In this role, you'll be joining our existing Technical Art Director to help share the workload as we expand. You'll partner with key Art stakeholders on game teams, along with our environment product and project managers, to ensure we're building, maintaining, and evolving these procedural tools. You'll also help identify new opportunities to use procedural techniques and AI to boost the quality, output, and overall artist experience of our tools. You will report to the Environments Principal Art Director.


You are…

  • Experienced technical art leader with 8+ years (or equivalent) who has owned end-to-end design and architecture and can make pragmatic tradeoffs to deliver.

  • Strong tools and pipeline developer with production experience across DCC workflows (Maya, Houdini, Substance Suite, Blender) and game content creation or pipeline management.

  • Advanced programmer, especially in Python, with experience building production-ready tooling such as procedural systems, environment tools, and import/export pipelines.

  • Production experience with a game engine, and comfortable working in modern development environments, including containerized workflows like Docker in development and/or production.

  • Quality-focused and operationally strong, with experience driving debugging and root-cause analysis, preventative practices, test strategy and automation, and coding standards.

  • Experience using USD-based workflows, and familiarity with applying machine learning techniques to automation, content pipelines, or tooling.

  • Highly collaborative and able to bridge artists and engineers, align stakeholders, mentor others, and scale impact through standards, reviews, and knowledge sharing.


Day to day, you will

  • Set technical direction for environmental tools and content pipelines. Own architecture and design decisions, and align teams to constraints like quality, schedule, platform, and production realities.

  • Turn creative and product needs into requirements and plans. Gather inputs, assess feasibility, manage scope, and align multiple teams on execution in partnership with a Project/Product Manager.

  • Partner with game team stakeholders and environmental artists (local and remote) to dig into workflow and production issues and negotiate tradeoffs to deliver practical tooling and pipeline improvements.

  • Design, implement, and support production tooling for Environmental creation workflows, with a focus on usability, iteration speed, reliability, and maintainability.

  • Drive quality and sustainability through standards, code/data/workflow reviews, test strategy and automation, and preventative practices based on production learnings.

  • Manage risks and dependencies across toolsets and domains. Surface mitigations early, contribute to retrospectives, and continuously improve processes and technology.



Su Electronic Arts
Siamo orgogliosi di avere un ampio catalogo di giochi ed esperienze, sedi in tutto il mondo e opportunità in tutta EA. Diamo valore a adattabilità, resilienza, creatività e curiosità. Dalla leadership che esalta il tuo potenziale alla creazione di spazi per l'apprendimento e la sperimentazione, ti incoraggiamo a fare grandi lavori e a perseguire le opportunità di crescita.

Adottiamo un approccio olistico per i nostri programmi di benefit, enfatizzando il benessere fisico, emotivo, finanziario, lavorativo e collettivo a sostegno di una vita equilibrata. I nostri pacchetti sono pensati per soddisfare le esigenze locali e possono includere copertura sanitaria, assistenza per la salute mentale, risparmi per la pensione, permessi retribuiti, congedi familiari, giochi gratuiti e altro ancora. Creiamo ambienti in cui i nostri team possono sempre dare il meglio in ciò che fanno.

Electronic Arts è un datore di lavoro che rispetta le pari opportunità. Tutte le decisioni di impiego sono prese senza tenere conto di razza, colore, origine nazionale, discendenza, sesso, genere, identità o espressione di genere, orientamento sessuale, età, informazioni genetiche, religione, disabilità, condizione medica, gravidanza, stato civile, stato familiare, stato di veterano, o qualsiasi altra caratteristica protetta dalla legge. In conformità con le leggi vigenti, prendiamo in considerazione anche i candidati qualificati con precedenti penali. EA rende inoltre disponibili strutture lavorative per persone qualificate con disabilità, come richiesto dalle leggi vigenti.