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Unreal Engine Technical Artist

Remote-first Full-time Now hiring

DreamWorld is a massively scalable open-world MMO with one of the largest multiplayer architectures ever built. We’re pushing UE5 to its limits and now we’re looking for our first Technical Artist to own visual quality and performance across the entire game. This role is perfect for a highly technical UE artist who thrives in fast iteration, loves solving performance challenges, and wants massive ownership over what millions of players will ultimately see. What You’ll Do

  • Own the performance, optimization, and technical art pipeline for the entire project
  • Diagnose and resolve bottlenecks related to lighting, materials, shaders, Nanite, Lumen, and VFX
  • Build, profile, and maintain highly optimized art workflows for all target platforms
  • Collaborate directly with engineering and art to ensure visuals are beautiful, scalable, and efficient
  • Develop tools, shaders, materials, lighting setups, and pipelines to improve both quality and dev-speed
  • Maintain visual consistency across biomes, worlds, and content updates
  • Set the visual bar for DreamWorld and help shape its long-term aesthetic identity

You’ll Be a Great Fit If You:

  • Are deeply experienced with Unreal Engine 5 (Nanite, Lumen, PCG, profiling tools, etc.)
  • Have strong material/shader development skills and a solid understanding of rendering fundamentals
  • Are comfortable profiling and optimizing everything from shaders to lighting to asset pipelines
  • Understand dynamic lighting systems and how to balance quality vs. performance
  • Have a problem-solver mindset: you can break down and fix complex visual/performance challenges
  • Want ownership. You choose what you work on, you set the standards, and your decisions directly impact players
  • Enjoy collaborating with small, senior teams and wearing multiple hats
  • Have a portfolio that showcases optimization, lighting, materials, and technical artistry

Bonus Skills (Not Required):

  • Atmospheric effects, terrain systems, skyboxes
  • Blueprint-based tooling or editor utility development
  • Real-time cinematics or high-end lighting setups
  • Environment art or modular world-building experience

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