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Gamemode One

Technical Artist

Reposted 13 Hours Ago
Be an Early Applicant
In-Office or Remote
Hiring Remotely in Halifax, NS
Mid level
In-Office or Remote
Hiring Remotely in Halifax, NS
Mid level
The Technical Artist will design and implement technical art pipelines, develop prototypes and tools, and support the artistic vision while collaborating with teams at Gamemode One.
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A Bit About Us

Gamemode One was founded 6 years ago to do things right in the Minecraft gaming space - especially doing right by our staff, and right by our players. We care deeply about our vibrant company culture, which enables us all to do our best work. We are looking to scale to meet our full potential, while continuing to prioritize staff-wellbeing, and make excellent games.

The Opportunity

In our growing organization, join us as a Technical Artist to build our projects from day one—design pipelines artists actually love, ship exciting tools fast, and directly shape how our games look and feel. You’ll work across animation, rendering, materials, and automation, push the edge of Minecraft tech, and dive into ambitious projects and well-known IP with real autonomy and a curious, skilled and supportive team. You’ll be working with other technical artists, animators and engineers.

You will be helping the team to achieve long-term goals. You will not just be working at a great company, but actively working to make it better for those around you at Gamemode One.

What do we mean when we say ‘mid-level’?

This role is listed at an experience level of “mid-level”. We know that this can mean something different across employers. For us, this means we are looking for someone who already has experience setting up and handling technical art pipelines, has experience working with teams, is a great communicator and can manage feedback. Experience with technical animation systems would be nice to have.

Within 1 month, you’ll…

  • Understand the positioning of Gamemode One in the market, including our company structure, the vision for our game, and the company's present projects and future goals.
  • Onboard to the team’s workflows, tools, and version control systems, including mastering asset management processes.
  • Actively participate in brainstorming sessions, sharing your insights on the art impact of certain mechanics, narrative elements, and provide feedback on the overall player experience.
  • Build relationships with the team, grounding your communication in idea sharing and clear two-way feedback.
  • Demonstrate cultural understanding and values alignment by leveraging curiosity and courage while learning about the company.

Within 3 months, you’ll…

  • Research and develop technical art prototypes such as a new pipelines or automated tools that can help achieve the artistic vision for projects.
  • Take ownership of specific technical systems (e.g., animation tools, templates and factories, variable setups for animation and rendering).
  • Document techniques and processes that increase the technical performance of projects (e.g., performance settings for projects that optimize particle counts and entity rendering)
  • Develop processes that raise team efficiency such as rigs optimizations and asset assembly automation.
  • Deliver visible impact on in-production projects, such as innovative and performant rendering techniques and setups that support reactive animation systems.

Within 6 months, you’ll…

  • Contribute to defining the scope and art direction of projects.
  • Lead the setup of advanced technical systems for at least one project such as entity rendering, animation and assembly.
  • Support junior and part-time artists in technical workflows.
  • Introduce optimizations that speed up iteration and unlock new creative options.
  • Be recognized as a go-to problem solver for art/tech challenges.

Within 12 months, you’ll…

  • Be seen as a driver of technical innovation in the studio.
  • Shape and maintain pipelines that support multiple projects with scalability in mind.
  • Smooth out tedious processes with automation that increase team productivity and output quality.
  • Pioneer new methods on the edge of Minecraft technology (MER pipelines, custom entity systems, advanced tooling).
  • Influence the creative direction of future IP and 3rd Party projects.

Why our job descriptions look like this

Our job descriptions look different than the average, and that’s on purpose! We find the normal approach to be far too prescriptive. Defining explicit qualifications and requirements would be us defining how you should have acquired a certain skillset. What these generally achieve is intimidating those who don’t fit the mold to not apply. That’s not our style. In an effort to be inclusive, and clear, we take a more descriptive approach. Read through the opportunity, and the description of the work you’ll be doing. Decide for yourself if the work excites you, and is something that you are able to rise to the challenge of.

If you don’t see yourself fully reflected in every job requirement listed on the posting above, we still encourage you to reach out, apply and tell us more about yourself in your application. Research has shown that women and underrepresented groups often only apply when they feel 100% qualified. We are committed to creating a more equitable, inclusive and diverse company and we strongly encourage applicants of all genders, ages, ethnicities, cultures, abilities, sexual orientations, and life experiences to apply.

Benefits

  • Unlimited paid time off
  • Flexible hybrid schedule
  • Health Spending Account of $3000/year
  • Charitable matching of $2000/year
  • Investment in professional development
  • Access to the benefits above without a probationary period

Top Skills

Animation Systems
Minecraft Technology
Technical Pipelines

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