// Open Role at Gameloft
Main challenge
The Paris studio has never had a structured Tech Art function. Graphics development on Unreal Engine currently relies on scattered skills, with no real pipeline and no clear ownership. You will be the first Senior Tech Art to lay the foundations: building a robust pipeline around Houdini and Blender, integrating it cleanly into Unreal, and growing our actual Tech Artist. In short, you turn a function that isn't structured enought today into a recognized discipline within the studio, on a new starting production.
What it means on a daily basis
What success will look like
By the end of the probation period: you are autonomous on Unreal, you produce performance reporting and documentation through UE Insights to justify technical decisions, and in-game rendering metrics hit their targets.
At 12 months: a real pipeline built around Houdini is in place, operational, and adopted by both Art and Tech teams.
Who you would be working with
You report to our Tech Team Lead. You may mentor one Tech Artist and collaborate with all the over disciplines leads. You sit at the heart of a Paris-based Tech team in active structuring on our new game pre production.
Where this role can take you
This role is foundational: you build the Tech Art discipline in Paris from a blank page. Possible evolutions follow naturally from that structuring trajectory — broader scope, increased seniority across other Gameloft productions, or expanded management responsibility as the Tech Art team grows around you.
What you need to succeed
Who you are
A builder: the idea of laying the foundations of a discipline rather than joining an already-established setup genuinely appeals to you