Junior Technical Artist - Rainbow Six Siege
Ubisoft
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What rainbow roles keep asking for: AWS (15%), Azure (15%), C++ (15%), Figma (15%), Python (15%), R (15%) — counted across their open postings here.
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- What is your experience with C#? Tell me one thing you learned the hard way.
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- Tell me about yourself, and why this role is the right next step.
- Tell me about a problem you solved at work that you are proud of.
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Practise the Junior Technical Artist - Rainbow Six Siege at Ubisoft interview free →The Technical Artist is a key support role within the Rainbow Six: Siege team, working closely with other Technical Artists as well as 3D, Texture, Concept, and Character Artists. This role bridges the gap between the artistic and technical aspects of asset production, ensuring that all assets—such as uniforms, headgear, charms, weapons, and other customization items—are efficiently integrated into the game engine. In addition, the Technical Artist contributes to asset and pipeline optimization, tool development, and technical setup and validation processes, maintaining high-quality visuals while ensuring optimal performance across all in-game content. Key Responsibilities: Derisk 3D concepts: List of checks that needs to respect guidelines for 2D and 3D assets that include clipping, neck connection, skin meshes compatibility, mem budget, collision meshes, tattoos, hair, gadget, legs, shoes). Tech Validation: List of checks, adjustments and corrections for all 2D and 3D assets that include meshes (hands, body, neck, eyes, straps, etc), collision meshes, skeleton (pivot points), mem budgets, UVs, textures (color mask, albedo, roughness, metalness, normals, emissive). Have ownership of asset approvals for tech guidelines compliance. Tech Guidelines: Create, update and oversee the tech guidelines for all assets during production Workflow/Pipeline Improvements: Define the content creation pipeline to maximize performance, quality and efficiency Assisting tool development: Collaborate with tech artist and progs to improve our internal tools. Documentation: Create, maintain and promote internal documentation to support onboarding and technical references Create Templates: Create templates in Photoshop, Substance, and 3DS Max for standardization (everyone works with the same specification and avoid discrepancies), efficiency in production (avoid manual repetitive work and save time), Technical Compliance (include essential technical overlays such as UV maps, mem budgets, etc.) and Quality control. Assets Integration: Integrate work files and assets provided by the internal team (ex. Substance Painter and 3DS Max files) into Anvil. Ensure the assets are hooked up for in-game but also for other departments (Rigging, VFX, etc.) Proactive bug fixing: Anticipate, identify and resolve issues related to assets Assist the team in any technical issue related with the art pipeline Become the Go-To person for engine art related topics Strong knowledge of art related software, such as Photoshop, 3DsMax, Blender, Substance package. Experience with commercial game engines, such as Unity or Unreal C# Scripting Skills. XAML or tool development experience is a plus. Self-organized, used to work with Jira, Trello or similar. Proactive and problem solver. Excellent interpersonal skills and great verbal and written communication skills in English Nice to have previous experience working in a Studio or within videogames projects. Benefits: Private Health Insurance and fitness subsidies. Employee mental health assistance. Tickets restaurant Free coffee, fruits and daily breakfast. Spectacular roof-top terrace with sea views
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Listed on smartrecruiters · posted 2026-10-09. ApplySarthi collects openings and links to application pages; the role is advertised by Ubisoft, not by us.