Technical Artist - Optimizing AA UE5 Game for Cloud Streaming
Jobgether
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Questions you are likely to be asked
- Why do you want to join Jobgether?
- How do you decide what to monitor, and what should wake someone up at night?
- How would you cut the cloud bill of a system without hurting it?
- How do you keep secrets and access safe in your infrastructure?
- Walk me through how code gets from a commit to production where you work.
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Practise the Technical Artist - Optimizing AA UE5 Game for Cloud Streaming at Jobgether interview free →Accountabilities: Profile GPU performance and memory usage using Unreal Insights, RenderDoc, and other relevant profiling tools. Analyze profiling data to prioritize optimization work and verify that each change produces measurable performance improvements without unacceptable visual degradation. Identify bottlenecks that fall outside the art and content scope and provide engineering teams with relevant profiling data for further investigation. Optimize shaders, materials, overdraw, draw calls, texture memory, and other content-related sources of GPU and memory cost. Tune Lumen, Nanite, and Virtual Shadow Maps to achieve appropriate performance within target platform budgets. Create and refine LODs and simplify materials where global engine or scalability settings are insufficient. Preserve the intended visual identity throughout the optimization process, including outlines, shading, post-processing effects, lighting, atmosphere, and fog. Evaluate how line work, fine details, and other visual elements respond to cloud streaming and video encoding, and adjust content where necessary. Define appropriate content budgets and collaborate with engineering teams on scalability settings and performance targets. Build Unreal Engine editor tools, validation scripts, and checks that help identify content exceeding defined performance or memory budgets. Proactively identify visual and performance risks and communicate potential trade-offs to internal and external stakeholders. Collaborate with Unreal engineers, technical artists, UX designers, QA, and production to coordinate optimization priorities and deliverables. Keep optimization decisions focused on measured trade-offs, maintaining visual quality and readability rather than applying indiscriminate reductions. Requirements At least 4 years of professional experience as a Technical Artist in game development, including work on large or complex projects. At least 3 years of hands-on production experience with Unreal Engine 4 or 5. Proven experience profiling and optimizing game content using GPU and memory profiling tools in production environments. Strong knowledge of materials, textures, LODs, lighting, VFX, animation, and real-time rendering workflows. Hands-on production experience with Lumen, Nanite, and Virtual Shadow Maps. Strong understanding of shader and material optimization, overdraw reduction, draw-call management, and texture memory optimization. Experience developing Unreal Engine editor tools, validation scripts, or similar production-support tooling. Experience using Perforce or a comparable version-control system. Ability to clearly explain technical, visual, and performance trade-offs to non-technical stakeholders. Strong written and spoken English communication skills. Ability to work independently, prioritize optimization work using objective profiling data, and operate effectively within a multidisciplinary remote team. Experience optimizing stylized, non-photorealistic, or heavily post-processed visuals is advantageous. Understanding of how cloud streaming and video encoding can affect perceived visual quality is a plus. Experience porting or adapting games for lower-spec hardware is advantageous. Experience with Unreal Engine 5.5 or later is a plus. Experience working with outsourced development teams or external partners is desirable. Experience shipping at least one AAA or high-quality AA game is advantageous. Benefits Approximately 4-month remote contract engagement. Remote working opportunity open to candidates in Americas or Europe, with working arrangements designed for collaboration across international time zones. Preferred working hours of 8:00 AM to 5:00 PM US Central Time; European candidates should provide at least four hours of overlap from 8:00 AM to 12:00 PM US Central Time. Opportunity to work on a large, content-heavy, choice-driven narrative game built with Unreal Engine 5. Opportunity to solve complex GPU, memory, rendering, content optimization, and cloud-streaming challenges. Collaboration with experienced Unreal engineers, technical artists, UX designers, QA professionals, and production specialists. Exposure to advanced real-time rendering technologies, including Lumen, Nanite, and Virtual Shadow Maps. Opportunity to contribute to a distinctive stylized visual experience while working within demanding hardware and platform constraints. Professional and collaborative remote working environment. Opportunity to make a measurable impact on game performance and visual quality within a specialized technical art role.
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Listed on lever · posted 2026-09-29. ApplySarthi collects openings and links to application pages; the role is advertised by Jobgether, not by us.