Technical Art Director


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Help define and carry out the artistic vision of Guerrilla's projects

THE ROLE IN BRIEF

As Technical Art Director you work closely together with the other Art Directors and the Technical Art Lead to help define and carry out the artistic vision of the game.
You are the bridge between artists and engineers and in doing so you maintain a close relationship with many disciplines to drive both existing and future tech and tools. At the same time you are responsible for maintaining and improving pipelines and workflows in order for the art teams to work effectively, efficiently and comfortably.

WHAT YOU WILL DO

As a Technical Art Director, you main tasks and responsibilities are:

  • Define technical roadmaps and long term vision for the tech art team;
  • Prototype cutting edge approaches to art and content creation and spearhead R&D efforts;
  • Improve existing content creation tools and pipelines based on both current and long term needs and requirements;
  • Identify and resolve workflow and pipeline problems for internal art teams;
  • Implement new technologies and workflows;
  • Organize, prioritize and assign work for technical artists;
  • Set standards for and guard the quality of both the technical implementation as well as the visual results of in-game content and tools;
  • Gain a deep understanding of Decima’s tools and technology and the current project’s content to be able to solve technical issues as they come up or help others doing so.


WHO YOU ARE

Do you recognize yourself in the following requirements?:

  • At least 5 years of experience as a technical artist on a shipped AAA title;
  • A deep understanding of modern content creation tools and workflows: modeling, texturing, shading, rigging, animation, and lighting;
  • An excellent understanding of modern game-engine and CG fundamentals;
  • An excellent understanding of modern physically based materials and lighting;
  • A good understanding of modern graphics hardware;
  • Experience with modern graph based programming;
  • Experience with modern Maya, Substance Painter and Designer, Houdini;
  • High proficiency in Python;
  • Knowledge of modern shading languages such as PSSL, HLSL or GLSL.

INTERESTED?

If you think you’re up for the challenge, we’d love to hear from you! Be sure to submit your CV, Cover Letter and portfolio where you showcase your best and most recent work.

A test can be part of the application procedure.

Please note: This position is based in our studio in the heart of Amsterdam. Guerrilla offers relocation and immigration support.
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Frequently asked questions

 

Q: I don't have any work examples. Can I still apply for a job?
A: It's essential that you can prove to us that you have the necessary skills for the job. Rushing into an application without supplying the required materials won't leave a good impression. In general, it's a good idea to put together an excellent portfolio before you start applying for jobs.  

Q: I have no experience in the games industry. Can I still get a job with you?
A: Games industry experience is certainly a bonus, but it's not always necessary. It's important to put together an excellent portfolio that demonstrates your skills and your understanding of the game development process.  

Q: I applied for a job with you, but I haven’t heard back. What happens now?
A: We aim to respond to all applications within three weeks. Due to the volume of requests, this sometimes takes a little longer. If you have not heard from us within three weeks, your application was most likely unsuccessful.  

Q: How can I arrange a job interview with you?
A: We receive so many applications that we are only able to arrange interviews with the most suitable candidates. It's important that your application stands out from the crowd. Go ahead, impress us!  

Q: I'm considering working at Guerrilla in the future. Is it possible for me to come for a tour of the studio?
A: Because of the confidential nature of the projects that we are working on, we cannot allow visitors into the studio. The most impressive job applicants will be invited for an interview, and will have an opportunity to visit some of the development areas.  

 

Q: I'm a university student looking for a company that can help me with a (master) thesis assignment. Can we arrange a meeting to look at the different possibilities?
A:We like to help out with university level assignments when we can! However, due to time constraints and deadlines this isn't always possible. Please send a brief e-mail outlining the aims of your assignment and what input you would need from us. We'll let you know if we are able to help you.  

Q: I'm a high school student and I have to do a school assignment on media and entertainment. Can I make an appointment for an interview with one of your employees to discuss this?
A: Due to the sheer number of requests we receive, we regret that we are unable to participate in interviews with school students.  

Q: I have a great idea for a game. How can I submit it to you?
A: All of our game concepts are developed by our internal designers, in conjunction with our publishers. It is company policy not to accept game concepts from third parties.  

Q: I'm still in school and I want to get a job in games in the future. What kind of education and skills do I need to achieve this goal? Can you provide me with information on the schools that teach this discipline?
A: The skills required to work in the games industry are very broad, as there are many areas in which you can work. In development there are roles in art, animation, programming, design, and project management. Other industry roles include sales, marketing, PR, and testing. The most important thing is to get an education in subjects that you enjoy and that you are good at. Your career adviser should be able to give you guidance as to which careers are suitable for an individual with your particular skills.  

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