Live opening · Posted 15 hours ago

Senior Shader / Texture Artist

Gameloft · Brisbane, QLD, Australia
Smartrecruiters Hybrid Full-time
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At a glance

The key details from the original listing.

Posted 15 hours ago
CompanyGameloft
LocationBrisbane, QLD, Australia
Job typeFull-time
Work modeHybrid
SourceSmartrecruiters
ListedPosted 15 hours ago

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About the role

Description supplied by the original job listing.

We are seeking a senior Shader / Texture Artist to define, author, and maintain high-quality materials, textures, and shader systems for real-time game environments. This role requires a strong artistic eye, Strong stylized portfolio, deep technical understanding of PBR texture authoring, advanced UV workflows, and practical experience building scalable master materials and shader networks. The ideal candidate is both artistic and technical: someone who can create beautiful, style-consistent textures while also building scalable shader systems that serve the wider art team. They should be comfortable owning material workflows from concept through final implementation, supporting performance goals, and helping other artists work efficiently within established technical constraints.
What it means on a daily basis
Author high-quality PBR textures that align with approved art direction, style guides, and production standards.
Create and maintain shaders, master materials, for environment, terrain, props.
Collaborate with art director, technical artist and programmer to develop efficient materials.
Ensure textures and shaders are optimized for target platforms, memory budgets, compression formats, and multiple SKUs.
Support environmental material systems, including RVT-based terrain blending and distance field workflows.
What success will look like
Success in this role means delivering high-quality, stylised PBR textures while also owning and improving the studio’s material and shader workflows. The successful candidate will be able to independently create scalable master materials, support environment and terrain workflows, optimise shaders for performance, and provide technical guidance to other artists. They should combine a strong artistic eye with solid technical shader knowledge and have a clear impact on both the quality and efficiency of the wider art team.
Your Recruitment Journey
First stage: A qualification call with the recruitment team
Second stage: Interview with the Lead Artist
Third stage: Interview with the Art Studio Director
What you need to succeed
Advanced PBR & Stylised Texturing: Strong ability to create high-quality PBR and stylised textures that align with the project’s visual direction, with a solid understanding of colour, material response, linear/sRGB workflows and texture standards.
Advanced UV & Texture Workflows: Strong knowledge of UV layouts, multiple UV sets, texel density, UDIMs, flow maps, POM and other specialised texturing techniques.
Shader & Material Development: Strong experience creating, debugging and iterating on node-based shaders and material graphs for real-time games, with a good understanding of shader maths and rendering principles.
Master Material Systems: Proven ability to design scalable and reusable master materials and material functions that give artists flexibility while maintaining consistency, performance and ease of use across the project.
Environment & Terrain Materials: Practical experience creating complex environment and terrain materials, including blending, RVT, distance fields, decals, dither masks, Fresnel, refraction and large-scale surface materials.
Performance & Technical Awareness: Ability to balance visual quality with performance, including shader complexity, texture memory, compression and platform-specific requirements.
Team & Workflow Contribution: Able to establish efficient material workflows, solve technical challenges and support other artists through reusable systems, documentation and technical guidance.
Desirables
Texture packing and compression knowledge.
Experience authoring textures for specialized effects such as Parallax Occlusion Mapping and bombing-style variation techniques.
Strong working knowledge of Substance Painter and Substance Designer.
Ability to create reusable Substance Designer subgraphs for use in Painter.
HLSL knowledge.
VFX shader experience, including animated UVs, flipbooks, flow maps, render textures, vertex offset, and texture creation for VFX.
Application Expectations
Portfolio showing strong PBR stylized texture work, material development, and real-time shader examples.
Examples of terrain, environment, decal, or blending shader work where available.
Demonstration of UV workflows, texel ratio discipline, and material optimization decisions.
Examples of Substance Designer, Substance Painter, Unreal Engine, or node-based shader workflows.

Employment type
Full-time

Work arrangement
Hybrid

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