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일반 정보

지역: Guildford, Surrey, United Kingdom 
역할 ID
209923
근로자 유형
Regular Employee
스튜디오/부서
CT - Frostbite
유연근무제
Hybrid

설명 및 참여 요건

Electronic Arts는 전 세계 플레이어와 팬들에게 영감을 불어넣을 차세대 엔터테인먼트 경험을 제작합니다. 여기에선 모든 이가 이야기의 일부가 됩니다. 전 세계를 연결하는 커뮤니티의 일부이자 창의력이 번창하고 새로운 관점을 제시하며 아이디어가 중요한 곳이며 모두가 플레이 제작에 참여할 수 있는 팀입니다.

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.

  • 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.





Electronic Arts 소개
EA는 전 세계의 다양한 게임과 경험, 지역, 그리고 기회에 대한 광범위한 포트폴리오를 보유함에 있어 자랑스럽게 생각합니다. 당사는 적응력, 회복력, 창의성, 호기심을 중시합니다. 잠재력을 발휘하는 리더십부터 학습과 실험을 위한 공간을 만드는 것까지, 당사는 여러분이 훌륭한 일을 하고 성장의 기회를 추구할 수 있도록 힘을 실어드립니다.

EA는 신체적, 정서적, 재정적, 직업적, 지역 사회 복지를 강조하는 복리후생 프로그램으로 균형 잡힌 삶을 지원합니다. 당사의 패키지는 지역적 필요에 따라 맞춤형으로 구성되어 있으며, 의료 보험, 정신 건강 지원, 퇴직 연금, 유급 휴가, 가족 휴가, 무료 게임 등이 포함될 수 있습니다. 당사는 팀이 항상 최선을 다할 수 있는 환경을 육성합니다.

Electronic Arts는 동등한 고용 기회를 제공합니다. 채용에 관한 모든 결정은 인종, 피부색, 출신 국가, 혈통, 성별, 성 정체성 또는 성 표현, 성적 성향, 나이, 유전 정보, 종교, 장애, 질병, 임신, 결혼, 가족 상황, 군 복무 여부 또는 기타 법으로 보호되는 기타 특성과 관계없이 내려집니다. 당사는 또한 해당 법률에 따라 전과 기록이 있는 자격을 갖춘 지원자도 채용 대상으로 고려합니다. 또한, EA는 관련 법률에서 요구하는 대로 장애가 있는 자격을 갖춘 개인을 위한 직장 내 편의 시설을 마련합니다.