Lead Technical Artist New
Tripledot
Studios is one of the largest independent mobile games companies in the world.
We are a multi-award-winning organisation, with a global 2,500+ strong team across 12 studios.
Our expanded portfolio includes some of the biggest titles in mobile gaming, collectively reaching top chart positions around the world and engaging over 25 million daily active users.
Tripledot’s guiding principle is that when people love what they do, what they do will be loved by others.
We’re building a company we’re proud of. One filled with driven, incredibly smart and detail-orientated people, who LOVE making games.
Our ambition is to be the most successful games company in the world, and we’re just getting started.
This role sits within our Clipwire Games studio.Clipwire Games is one of Canada's top grossing mobile game developers, and the creator of Monopoly:
Bingo!, TPIR:
Bingo! and Bingo Story. Founded in Toronto over 10 years ago, we’ve had tremendous success and are poised for another decade of record growth. Our studio is built on strong values, work ethic, and intelligent data driven growth. We work hard, have fun, innovate, and level-up every day.
To work at Clipwire means becoming part of our future right now. We have reached our current growth rate because we support, promote, and develop our team so that they can make great games. Come find out what all the buzz is about!
Position OverviewClipwire Games is growing and looking for a Lead Technical Artist to elevate the visual quality and performance of our live mobile bingo games.
This role is ideal for an experienced technical artist who can operate autonomously, drive technical decisions, and contribute meaningfully to the broader art and development teams. You’ll work closely with Art Direction, Product, and Front-End Development to design and maintain the shaders, UI, tooling, and content pipelines that bring our games to life, ensuring our visuals remain high quality and our products stay performant on mobile as we grow.
This is a hands-on lead role: you’ll set the technical direction for our art pipeline while remaining an active individual contributor.
- Own UI implementation in Unity — build and maintain UGUI screens, prefabs, layouts, and animations for live ops events and new features, from art handoff to game-ready implementation
- Own asset integration end-to-end: import, configure, and hook up sprites, atlases, Spine animations, and VFX across our live titles
- Author and maintain mobile-friendly UI and sprite shaders and UGUI effects
- Build the editor tooling and pipeline automation that makes content work fast and safe — importer presets, asset validators, addressables strategy, custom inspectors, and build hooks
- Own performance budgets across our live products: frame time, draw calls, memory, and startup time
- Set and uphold technical-art standards; review shader and tooling contributions to ensure quality across the team
- Act as the escalation point for complex technical-art issues across art and engineering
- Partner with the Art Director and Technical Director to shape long-term technical-art strategy
- Manage art content in source control day to day, working in Perforce and Git for branching, merging, and integrating assets alongside engineering
- Lead the Technical Art team - setting priorities, reviewing work and supporting career development
- Mentor artists and technical artists on technical workflows, supporting their growth
- 5+ years of technical art experience in games, with shipped mobile titles
- Strong proficiency in Unity, particularly the UGUI/Canvas system, prefabs, Animator, and Particle System
- Deep expertise in Shader Graph and HLSL, including authoring custom, mobile-friendly UI and sprite shaders
- Advanced knowledge of Unity's asset pipeline, including Addressables, importer presets, and Asset Postprocessors
- Strong editor scripting skills in C# (custom inspectors, editor windows, validation suites, build hooks)
- Deep understanding of mobile rendering fundamentals: draw call batching, SRP batcher, overdraw, texture compression, and memory budgets
- Hands-on experience profiling and optimizing with Unity Profiler, Frame Debugger,…
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