Senior Environment Technical Artist - Technology
This 12‑month contract position is based in the Burnaby studio and may transition to a longer‑term role. It requires onsite work three days a week.
Your Responsibilities- Create high‑quality benchmark geometry, materials, and shaders.
- Develop photorealistic tiling and atlas materials following established P standards and layered materials/shaders.
- Produce proof‑of‑concept layouts to inform game systems, set dressing, and composition.
- Deconstruct concept art, reference imagery, and style guides into efficient asset lists, identifying opportunities for modular construction and asset reuse.
- Build high‑fidelity architectural and environmental content from greybox through final production assets.
- Collaborate with Lighting, Design, Engineering, and Technical Art to implement production solutions and solve content challenges.
- Explore and evolve techniques and workflows that improve quality and efficiency.
- Maintain and contribute to best practices.
- 5+ years of production experience creating environment assets and entire levels.
- Expert knowledge of Maya (preferably) or similar 3‑D software.
- Exceptional asset creation abilities, particularly architectural and structural content.
- Experience working from greybox to final assets, using low‑fidelity content to validate approaches before production.
- Strong understanding of proportion, composition, lighting, and modular construction.
- Ability to assess scope, provide estimates, and deliver high‑quality work on schedule.
- Extensive experience with complex game engines such as Unreal, Frostbite, or Unity.
- Experience actively collaborating with Designers, Engineers, and Technical Artists.
- Advanced high‑fidelity modeling skills.
- Ability to create photorealistic materials using industry‑standard tools such as Substance Painter and Substance Designer, combining photographic, scanned, and procedural elements.
- Strong technical skills, with demonstrable understanding of memory and GPU budgets and best practices for creating high‑quality performant content.
- Experience working with outsource vendors is a plus.
- Experience creating game engine shader graphs is a plus.
- Examples of assets and environments owned from start to finish.
- Work demonstrating composition, architectural construction, and material creation, including believable wear and tear, and aging.
- High‑fidelity modeled assets painted using tools such as Substance Painter.
- Photorealistic tiling materials created with Substance Designer.
- In‑engine layered materials combining tiling textures, detail overlays, and masked elements.
The ranges listed below represent what EA in good faith expects to pay applicants for this role in these locations at the time of this posting. Pay will be determined based on a number of relevant business and candidate factors.
Pay Ranges- British Columbia (depending on location e.g. Vancouver vs. Victoria) $122,300 - $170,700 CAD
In Canada, we offer a package of benefits including vacation (3 weeks per year to start), 10 days per year of sick time, and extended health/dental/vision coverage and basic life insurance.
Electronic Arts is an equal opportunity employer. All employment decisions are made without regard to race, color, national origin, ancestry, sex, gender, gender identity or expression, sexual orientation, age, genetic information, religion, disability, medical condition, pregnancy, marital status, family status, veteran status, or any other characteristic protected by law. We will also consider employment qualified applicants with criminal records in accordance with applicable law.
EA also makes workplace accommodations for qualified individuals with disabilities as required by applicable law.
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