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Bienvenue chez Warner Bros. Discovery... l'étoffe dont sont faits les rêves Qui sommes-nous... Lorsque nous parlons de l'étoffe dont sont faits les rêves, nous ne faisons pas seulement référence au monde des…
Обязанности: О НАС:Автономная некоммерческая организация Конструкторское Бюро "Тактические Технологии" (АНО КБ "ТТ" ) это только что созданная социально ориентированная организация научно-инженерного…
El Ranchito busca un/a Artista / Director/a Técnico/a de Machine Learning que combine un sólido criterio visual con habilidades de programación y machine learning aplicado. Reportando al/a la Supervisor/a de Machine…
El Ranchito is looking for a Machine Learning Artist / Technical Director who combines strong visual judgement with coding and applied machine-learning skills. Reporting to the Machine Learning Supervisor, this is a…
Ми — EVERSTAR, перша рекрутингова агенція в MilTech для тих, хто готовий створювати технологічне майбутнє. Але досить про нас, розказуємо про головну вакансію. Це роль в R&D-команді, де інженери різних напрямів…
Senior individual contributor in Technical QA at CD PROJEKT RED's Warsaw studio, working on Cyberpunk 2: owning technical quality initiatives, risk-based test strategies, milestone verification, crash/performance/stability analysis, and QA process improvement, while mentoring QA team members. Requires 5+ years of Technical QA in game development, ideally with Unreal Engine and profiling tools.
Senior Technical Artist at TriArts Games working fully remote on Defcon Zero, a high-fidelity PC RTS built in Unreal Engine 5. Day to day: optimizing materials and performance at RTS scale, building scalable shaders, Chaos destruction, PCG/foliage environment systems, and creating tools and pipelines bridging Maya, Substance Painter, and UE5.
Overview In this role you will strengthen the technical backbone for Rocksteady’s Unreal Engine 5 project by building fast, reliable development pipelines. You will work with engineers, content creators and leadership…
Senior Game Designer at Haven Studios (a PlayStation studio in Montreal) who owns progression systems, player lifecycle, and the virtual economy for an upcoming AAA live-service multiplayer action heist game on PlayStation and PC. Day to day: designing and balancing progression loops, rewards, and monetization in Unreal Engine, backed by spreadsheets, math modeling, and live telemetry analysis.
Senior Technical UI Artist at Gearbox who owns and builds the studio's core in-game UI systems: creating efficient UI materials and shaders, prototyping art pipelines, and working closely with artists, designers, and UI programmers while analyzing memory and performance in Unreal Engine 5.
REPORTS TO: Department Manager / Team Lead FLSA CLASSIFICATION: Hourly, Non-Exempt COMPANY OVERVIEW: MOBIS Technical Center of North America is the Research & Development Center for Hyundai MOBIS, a Tier 1 supplier…
Senior engineer on a MilTech R&D team in Kyiv building synthetic-data pipelines that train edge computer-vision models: modeling physically accurate LWIR thermal sensor behavior, running high-throughput dataset generation (Houdini PDG, USD, Unreal, ComfyUI/diffusion), and producing pixel-accurate ML annotations.
Architectural 3D Designer Location: Montreal Who We Are: We design places where people love to be together. Populous is a global design firm that began with a singular focus: to draw people together around the things…
Generalist Designers play a vital role in shaping engaging player experiences and bringing ambitious games to life. Our work spans ports, co-development, and full game development, each with its own creative and design…
Animators at Techland work in interdisciplinary teams. Together with programmers and designers are an integral part of the game creation process. Your daily tasks: Creating character and object animations for AAA…
Remote designer role (Philippines-based, working US hours for a US event production client): build photorealistic 3D visualisations and production-ready CAD drawings — event layouts, site plans, fabrication details, BOMs — for live events, staging, and custom builds. Core tools span SketchUp/Vectorworks/AutoCAD-class 3D and CAD platforms plus renderers like V-Ray.
Generalist Programmers at BSG… You understand the engineering pipeline and bring a strong programming skillset developed through hands-on experience. You are comfortable navigating established codebases, investigating…
One-year temporary full-time DevOps engineer at EA's Victoria, BC studio (hybrid onsite) building CI/CD pipelines, infrastructure-as-code, and monitoring for Unreal Engine American Football titles (Madden, College Football, new project). Day to day: automating builds, deployments, and environment management using Python, C++, Terraform, Docker/Kubernetes, and cloud platforms.
Designs and maintains scalable CI/CD pipelines for Unreal Engine game clients and backend services at EA Sports in Victoria, BC, automating builds, deployments, and environment management across Dev, Staging, and Production while implementing IaC, monitoring, and release governance.
Builds photorealistic 3D human characters at film/cinematic quality — sculpting, topology, texturing, grooming, and look development in Arnold, RenderMan, and Cycles — to produce ground-truth data for ML networks that improve rendering quality/performance for games, with occasional adaptation to Unreal Engine 5.
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