Location: Sydney, Australia
At Riot, Senior Technical Artists build the systems, tools, and workflows that help artists create high-quality content efficiently and sustainably. In this role, you’ll combine hands-on real-time VFX craft with technical problem-solving to turn creative and gameplay goals into reusable, scalable solutions that support artists, designers, and engineers.
As a
Senior VFX Technical Artist
on an unpublished R&D product, you’ll help establish and evolve the VFX systems and content pipelines that bring the experience to life. You’ll own meaningful technical problems end to end, from prototyping Niagara-based solutions and artist-facing tools to developing Houdini workflows, documenting best practices, and improving performance and production reliability.
You will report into the Technical Art Manager of the team.
Responsibilities:
Own and evolve scalable VFX systems, tools, libraries, and content pipelines in Unreal Engine and Niagara.
Build reusable, modular, and parameterized effects and workflows that reduce one-off production, support rapid iteration, and empower artists to create varied content from a maintainable foundation.
Partner with VFX Art, Design, Engineering, and Technical Art to translate creative and gameplay needs into robust technical solutions, advocating for artist workflows and clear player-facing readability.
Develop artist-facing tools, scripts, and automation, including Houdini-based procedural workflows and integrations between DCC applications and real-time content pipelines.
Work hands-on in Unreal Engine to prototype and validate systems using Niagara modules and Scratchpad, Blueprint, and material workflows.
Profile and optimize effects for visual quality, gameplay clarity, memory, and runtime performance, helping establish practical budgets for high effect density and resource-constrained scenarios.
Maintain documentation, standards, and production support practices that make VFX workflows easier to adopt, troubleshoot, and improve over time.
Required Qualifications:
Senior-level professional experience as a Technical Artist, VFX Technical Artist, or closely related role in games or real-time content production.
Advanced hands-on Unreal Engine experience, including Niagara systems, Niagara modules and Scratchpad, Blueprint, and material authoring or Material Graphs.
Strong scripting and automation skills for artist-facing tools and content workflows, with the ability to work productively in Python, Blueprint, or comparable scripting environments.
Hands-on pipeline development experience, including procedural workflows, asset generation, and integration with real-time content pipelines.
Proven experience designing or maintaining reusable, modular, and parameterized VFX systems, libraries, or production workflows.
Strong understanding of real-time VFX readability, profiling, optimization, and performance budgeting, with the ability to balance visual quality and runtime constraints.
Demonstrated ability to collaborate across Art, Design, and Engineering, communicate technical trade-offs clearly, and support artists through tool iteration and problem-solving.
Desired Qualifications:
Experience supporting large-scale multiplayer or live-service content pipelines, where consistency, scalability, and maintainability are central production concerns.
Experience developing procedural content workflows or reusable generation systems in Houdini, Unreal, or related tools.
Experience with streaming, resource, memory, or workload optimization for content-rich real-time experiences.
Familiarity with shader or engine-level development, including HLSL, C++, or comparable low-level graphics and runtime technologies.
A portfolio or reel that demonstrates technical breakdowns, reusable systems, artist-facing tools, pipeline improvements, and the impact of your work on content production.
For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!
Our Perks:
At Riot we strongly believe in work / life balance, and we encourage that with our open paid time off policy, paid parental leave (for both primary and secondary carers) and flexible work schedules to fit your lifestyle. We also believe that work should be fun, we have co-op gaming areas, a play fund so you can broaden and deepen your knowledge of players and community, and all the snacks you would ever need to power through your day (even healthy snacks!). And that’s not all we offer, there’s also:
Medical Insurance that covers you and your dependents
Employee Assistance Program
Wellness fund
Donation matching of time and money to registered charities
Learning and Development opportunities
At Riot Games, we
put players first
. That mission drives every decision in our quest to create games and experiences that make it better to be a player. Whether you’re working directly on a new player-facing experience or you’re supporting the company as a whole, everyone at Riot is part of our mission. And just like in our games, we’re better when we work together. Our goal is to create collaborative teams where you are empowered to bring your unique perspective everyday. If that sounds like the kind of place you want to work, we’re looking forward to your application.
Location: Sydney, Australia
Riot Games Sydney is looking for an experienced Senior Software Engineer to join the Sydney-based VALORANT, Personalisation Team. As Software Engineers at Riot, we bring deep knowledge of specific technical areas and also value the opportunity to work in a variety of broader domains. We have a deep passion for helping to bring joy to players via technical solutions.
As a
Senior Software Engineer
on the VALORANT Personalisation Team, you’ll build experiences that help players make the game their own, from customising their loadout to showcasing their favourite Agents and celebrating the rewards they’ve earned. You’ll bring features to life across PC and console, connecting Unreal Engine client experiences with the live services behind them. Working alongside designers, artists and fellow engineers, you’ll take features from technical discovery through launch, shape technical decisions, and solve the performance and reliability challenges that make these experiences feel great to use. Internal Job Title: Software Engineer II.
You will report to the Engineering Manager of the Personalisation Team.
Responsibilities:
Design, build and deliver gameplay features and back end services for our players
Lead projects with your teammates and in collaboration with other teams and disciplines
Seek out and champion development process improvements
Uphold a high standard of engineering excellence
Provide mentorship to more junior members of the team
Troubleshoot live service issues as part of an on-call rotation
Required Qualifications:
4+ years experience in professional software development
3+ years professional experience with C++ and/or Unreal
Experience collaborating on cross-team development efforts on software projects, including requirements gathering, planning and release - coordinating with relevant stakeholders across different disciplines
Desired Qualifications:
Bachelor's degree in Computer Science and/or equivalent experience
Experience developing and shipping code in a real-time 3D environments (e.g. Unity, Unreal, Godot)
Experience developing within gameplay systems for Unreal Engine games
Experience with perforce and/or github version control systems
Experience developing and shipping code for high load real time services
Our Perks:
At Riot we strongly believe in work / life balance, and we encourage that with our open paid time off policy, paid parental leave (for both primary and secondary carers) and flexible work schedules to fit your lifestyle. We also believe that work should be fun, we have co-op gaming areas, a play fund so you can broaden and deepen your knowledge of players and community, and all the snacks you would ever need to power through your day (even healthy snacks!). And that’s not all we offer, there’s also:
Medical Insurance that covers you and your dependents
Employee Assistance Program
Wellness fund
Donation matching of time and money to registered charities
Learning and Development opportunities
At Riot Games, we
put players first
. That mission drives every decision in our quest to create games and experiences that make it better to be a player. Whether you’re working directly on a new player-facing experience or you’re supporting the company as a whole, everyone at Riot is part of our mission. And just like in our games, we’re better when we work together. Our goal is to create collaborative teams where you are empowered to bring your unique perspective everyday. If that sounds like the kind of place you want to work, we’re looking forward to your application.
Location: Tashkent, Uzbekistan
Sperasoft has been one of key partners for a Tier-1 global publisher for several years. Together, we are continuously building and expanding one of the most iconic, culturally defining, and massive live-service AAA titles in gaming history.
We are looking for a talented 3D Environment Artist with a passion for vibrant, stylized art to join our dedicated team. In this role, you won't just be making props - you will be shaping the environment of a world that millions of players live and breathe every single day.
Responsibilities
Create modular level art assets and props from scratch.
Create, trim sheets, tileable and unique textures, and effectively combine them to create high-quality assets.
Optimize assets for different platforms, including creating LODs and collisions
Requirements
Strong ability to create, trim sheets, tileable and unique textures, as well as combine them effectively. In this position, you will primarily be creating assets from scratch rather than placing them on the map.
Strong modeling background, ideally in a variety of styles. Ability to manually adjust weighted normals for assets.
Strong knowledge of baking and texturing with tools such as Marmoset, Substance Painter, and Designer. Ability to seamlessly bake assets made of multiple parts.
Strong Maya experience is a plus.
Ability to work with Unreal Engine 5.
2 years of professional experience in the video game industry building architecture and props.
A passion for creating games and the ability to learn quickly will be a plus.
Benefits
Cooperating with an international team of world-class professionals on exciting and challenging projects
Learning & Development opportunities – mentoring, lectures, participation at industry conferences and events
УдалённоTashkent, Uzbekistan
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Location: Astana, Kazakhstan
Sperasoft has been one of key partners for a Tier-1 global publisher for several years. Together, we are continuously building and expanding one of the most iconic, culturally defining, and massive live-service AAA titles in gaming history.
We are looking for a talented 3D Environment Artist with a passion for vibrant, stylized art to join our dedicated team. In this role, you won't just be making props - you will be shaping the environment of a world that millions of players live and breathe every single day.
Responsibilities
Create modular level art assets and props from scratch.
Create, trim sheets, tileable and unique textures, and effectively combine them to create high-quality assets.
Optimize assets for different platforms, including creating LODs and collisions
Requirements
Strong ability to create, trim sheets, tileable and unique textures, as well as combine them effectively. In this position, you will primarily be creating assets from scratch rather than placing them on the map.
Strong modeling background, ideally in a variety of styles. Ability to manually adjust weighted normals for assets.
Strong knowledge of baking and texturing with tools such as Marmoset, Substance Painter, and Designer. Ability to seamlessly bake assets made of multiple parts.
Strong Maya experience is a plus.
Ability to work with Unreal Engine 5.
2 years of professional experience in the video game industry building architecture and props.
A passion for creating games and the ability to learn quickly will be a plus.
Benefits
Cooperating with an international team of world-class professionals on exciting and challenging projects
Learning & Development opportunities – mentoring, lectures, participation at industry conferences and events
Location: MX - Mexico City, Mexico
Scopely is seeking a highly motivated
Software Engineer
to join our Playgami team in Mexico City on a hybrid basis working 3 days a week from the hub!
At Scopely, we care deeply about what we do and want to inspire play every day - whether in our work environments alongside our talented colleagues or through our deep connections with our communities of players. We are a global team of game lovers who are developing, publishing, and innovating the mobile games industry, connecting millions of people worldwide daily.
Playgami is building the best SaaS gaming platform ever! The team strives to create the world’s best products for game production, operation, and insights. Powering many award-winning, loved-by-millions franchise games over mobile, web, and PC.
What You’ll Do
Design, architect and help implement features to run world-class games at scale
Drive the integration of new features directly with game teams using technologies like Java, C#, and NodeJs
Take responsibility for the quality of what the team creates, helping to establish good practices
Ensure our systems are reliable, scalable, secure, and highly performant
Deliver code and supporting documentation of the highest quality through good design, attention to detail and system testing on a timely basis
Work in an agile environment where your opinions matter
Team up with skilled colleagues who are committed to delivering the best products possible
Share knowledge, provide feedback, and help colleagues both inside and outside of your team
What We’re Looking For
Strong computer science and engineering fundamentals (data structures, concurrency, design patterns, algorithms)
3+ years of experience working with Java, C#, or another OO language, including experience with asynchronous, multi-threaded, parallel programming paradigms
Solid experience with cloud computing (AWS, GCP...) and low-latency, high-scale distributed systems
High-quality and maintainable code writing
Strong English language skills are required for this role, as we have a highly diverse and global business
Bonus Points
Web development experience on a modern technology such as React, Vue, or Angular
Experience with and knowledge of Unity Game Engine or similar technology (i.e. Unreal Engine)
Experience owning and driving the technical execution of complex and interdisciplinary development
About Scopely
Scopely is a leading video game and global interactive entertainment company, home to many of the world’s most beloved and enduring experiences, including two of the most successful mobile games of all-time “MONOPOLY GO!” and “Pokémon GO,” along with “Stumble Guys,” “Star Trek™ Fleet Command,” “MARVEL Strike Force,” “WWE Champions,” the Scrabble® franchise, “Yahtzee® With Buddies,” and many others. Across mobile, web, PC, and console, Scopely creates, develops, publishes, and live-operates one of the most diversified and award-winning portfolios in the games industry — bringing hundreds of millions of players together through a shared love of play.
Founded in 2011, Scopely is powered by its exceptional team — including thousands of world-class gamemakers around the globe, a distinctive tenet-driven culture, and its proprietary technology platform, Playgami. Together, these strengths have fueled Scopely’s position as the #1 mobile games company in the U.S. and #2 globally, generating more than $10 billion in lifetime revenue. Whether building global sensations like “MONOPOLY GO!” from the ground up, or expanding through strategic acquisitions, including the FoxNext, GSN, and Scopely Explore games businesses — Scopely consistently delivers experiences players love today and return to for years to come.
Recognized multiple times as one of the "100 Most Influential Companies in the World" by TIME magazine and one of Fast Company's "World's Most Innovative Companies" and “Best Workplaces for Innovators,” Scopely believes that video games can be a force for good — creating meaningful connections, vibrant communities, and making life better through play.
Scopely has global operations and partners across four continents in more than a dozen countries worldwide. For more information, visit:
https://www.scopely.com/
.
Notice to Candidates: Scopely will never request payment or financial information during the application or hiring process. Please apply only through our official
website
and verify that all Talent Partner communications come from an email address ending in @
scopely.com
.
Should you have any questions or encounter any fraudulent requests/emails/websites, please immediately contact recruiting@scopely.com. Our job applicant privacy policies are available here:
California Privacy Notice
and
EEA/UK Privacy Notice
.
Employment at Scopely is based solely on a person's merit and qualifications. Scopely does not discriminate against any employee or applicant because of race, creed, color, religion, gender, sexual orientation, gender identity/expression, national origin, disability, age, genetic information, veteran status, marital status, pregnancy or related condition (including breastfeeding), or any other basis protected by law. We also consider qualified applicants with arrest or conviction records, consistent with applicable federal, state and local law.
Location: Shanghai, China
Riot Games was established in 2006 by entrepreneurial gamers who believe that player-focused game development can result in great games. In 2009, Riot released its debut title
League of Legends
to critical and player acclaim. As the most played video game in the world, over 100 million play every month. Players form the foundation of our community and it’s for them that we continue to evolve and improve the
League of Legends
experience.
We’re looking for humble but ambitious, razor-sharp professionals who can teach us a thing or two. We promise to return the favor. Like us, you take play seriously; you’re passionate about games. We embrace those who see things differently, aren’t afraid to experiment, and who have a healthy disregard for constraints.
That's where you come in.
We are looking for a
gameplay software engineer
to join our game development team. In this role, you will work closely with designers and engineers to prototype ideas, implement player-facing features, and help establish scalable development processes and technical foundations.
Responsibilities:
Identify, prioritize, and implement gameplay systems and engine features for a new game.
Collaborate with product and discipline leads to define focus areas, handoff points, and effective technical solutions for each stage of development.
Lead and contribute to architecture, technical design, and implementation for relevant gameplay systems.
Help shape the team's technical direction, engineering standards, and development practices.
Continuously iterate on solutions to ensure they are robust, scalable, and performant.
Mentor other engineers and share best practices across game development disciplines.
Required Qualifications:
6+ years of professional software engineering experience in the game industry.
4+ years of professional game development experience with Unreal Engine.
Bachelor's degree in Computer Science or equivalent experience with strong computer science fundamentals.
Proficiency with a modern game engine, such as Unreal Engine or Unity.
Strong knowledge of common game and software design patterns.
Professional experience developing with C++.
Desired Qualifications:
Experience working with both small and mid-sized engineering teams
Experience with persistence solutions
Leadership experience
Experience with agile development
For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about the experiences of players, this could be the role for you!
Location: Austria; France; Germany; Italy; Netherlands; Poland; Spain; United Kingdom
Why Kimchi?
Great models are raw ingredients. Kimchi is what happens when you ferment them with good engineering. We started inside CAST AI helping companies run LLMs on their own Kubernetes clusters; today we run our own coding harness on any model you pick, and we run the models underneath it ourselves.
Kimchi Inference
One API line and a customer's existing client just works: DeepSeek, GLM, Kimi, MiniMax, Nemotron served serverless from our own GPU fleet (OpenAI- and Anthropic-compatible, pay per token, spend visible per user, team, and key). When control matters, the same models run on the customer's own cluster instead. Behind that one line sits the machinery you'll own: SGLang and vLLM engines, B300 nodes, a shared cluster filesystem that holds every checkpoint exactly once, KV caches riding coding traffic with heavy prefix reuse, and the benchmark harness that gates every change we ship.
Made by Cast AI — a Miami-headquartered, globally distributed team across 34 countries that hit unicorn status in January 2026 with a $50B+ backed investment pushing its valuation past $1 billion.
About the role
Throughput. Latency. Cold starts. Cost per token.
Move those four numbers in the right direction and two things happen: customers get faster, cheaper inference, and our margins improve. That's the entire thesis of this role. Every loader you tune, every scheduler decision you land, every kernel you stare at shows up in a customer's p99 and on our P&L. Your mandate is the inference stack's optimization, whatever it takes, and the technical direction of how we optimize it is yours to argue with data.
The problem:
the checkpoints run 0.3-1.5 TB, and the "right" serving configuration depends on traffic shape, sequence-length distribution, batch dynamics, GPU SKU, memory bandwidth, and quantization tolerance, all variables that shift week to week. Most teams pick a configuration once, over-provision GPUs, and absorb the cost. We don't: we took Kimi-K3 (1.5 TB) from over an hour cold-to-serving to under twelve minutes with a shared filesystem, O_DIRECT weight loaders, and node-local JIT caches, and we're nowhere near done. Prefill/decode disaggregation and tiered KV caches are next.
Stack:
Python; SGLang; vLLM; TensorRT-LLM; PyTorch; fastsafetensors; CUDA-adjacent tooling; Kubernetes; virtiofs shared filesystems; ClickHouse; OpenTelemetry; Prometheus; Grafana; GitLab CI.
Requirements
You've built real ML systems for 5+ years, and your portfolio shows depth in inference or training infrastructure, not just model training notebooks.
Your Python is production-grade: services, not scripts.
You've run vLLM, SGLang, or TensorRT-LLM for real, and you have a working mental model of why an engine performs the way it does on a given GPU.
You've measured quantization regressions, not just compression ratios.
Multi-GPU and multi-node setups hold no fear: tensor and expert parallelism, collective communication, and their practical failure modes.
You know where the bytes live (page caches, O_DIRECT, network filesystems under terabyte-scale reads) and how fast they move.
You instrument before you optimize, and you can tell a real win from a benchmark artifact.
A wide mandate excites you more than it unsettles you.
Nice to haves
You've worked on LLM routing specifically: RouterBench-class evals, cost/quality/latency Pareto fronts.
Calibration, abstention, or conformal methods in production decision systems.
You've run online A/B loops with drift monitoring on a model that touches real money.
Responsibilities
Push throughput. Continuous batching, chunked prefill, speculative decoding with draft models, CUDA-graph capture, and scheduler tuning across the engine
fleet. Find the ceiling on each GPU SKU, then raise it.
Cut latency. Attack TTFT and inter-token latency separately; profile to find the actual bottleneck (compute, memory bandwidth, scheduling, storage, or
network) and fix it, not the one you assumed.
Get more out of the KV cache. Hierarchical and paged attention, prefix caching on heavy-reuse coding traffic, eviction policies, quantized KV. A lot of the
unrealized throughput lives here, and you'll own it.
Kill cold starts. Weight loaders (O_DIRECT, fastsafetensors-class), JIT and compile caches, shared-filesystem read paths. A 1.5 TB checkpoint has no business
taking an hour to reach serving.
Quantize without regressing quality. INT8/INT4, FP8/FP4 across weights, activations, and KV, measured on real workloads, not just perplexity benchmarks.
Scale across nodes. Distributed inference topologies, network-aware placement, prefill/decode disaggregation, checkpointing strategies that don't bottleneck
on storage or interconnect.
Set the technical direction. Decide what we benchmark, what we adopt, and what we build ourselves. Bring the team along with strong writeups and reproducible
experiments.
What’s in it for you?
Competitive salary (depending on the level of experience).
Enjoy a flexible, remote-first global environment.
Collaborate with a global team of cloud experts and innovators, passionate about pushing the boundaries of Kubernetes technology
Equity options.
Get quick feedback with a fast-paced workflow. Most feature projects are completed in 1 to 4 weeks.
Spend 10% of your work time on personal projects or self-improvement.
Learning budget for professional and personal development - including access to international conferences and courses that elevate your skills.
Annual hackathon to spark new ideas and strengthen team bonds.
Team-building budget and company events to connect with your colleagues.
Equipment budget to ensure you have everything you need.
Extra days off to help maintain a healthy work-life balance.
Hiring process
Screening call with Recruiter
Hiring Manager interview
Technical interview (system design)
Live coding
Culture Check interview with an executive
As part of our standard hiring process, we would like to inform you that a background check may be conducted at the final stage of recruitment through our third-party provider, Checkr.
Please note that Cast AI
does not
provide any form of visa sponsorship/work permit.
#LI-Remote
Location: Shanghai, China
Riot Games was established in 2006 by entrepreneurial gamers who believe that player-focused game development can result in great games. In 2009, Riot released its debut title League of Legends to critical and player acclaim. As the most played video game in the world, over 100 million play every month. Players form the foundation of our community and it’s for them that we continue to evolve and improve the League of Legends experience.
We’re looking for humble but ambitious, razor-sharp professionals who can teach us a thing or two. We promise to return the favor. Like us, you take play seriously; you’re passionate about games. We embrace those who see things differently, aren’t afraid to experiment, and who have a healthy disregard for constraints.
That's where you come in.
As part of the Real-Time VFX team, you’ll design and help implement the sleek, dynamic and dramatic special effects that add atmosphere and depth to gameplay. With your experience, you’ll create aesthetically astounding visual effects that communicate essential game information. You’ll use your artistic and technical skills to breathe life into undead spells, channel primal emotions and capture the essence of hundreds of champions.
As a
Senior VFX Artist
on the Unpublished R&D Product, you will help establish the project's VFX quality bar and work closely with Design, Animation, Technical Art, Engineering, Narrative, and external partners to deliver high-quality content. You will report into the Art Director of the team.
Responsibilities:
Partner with fellow Senior VFX Artists, the Art Director, and cross-functional leaders to establish and continuously improve VFX visual standards, production guidelines, and quality goals.
Lead early visual exploration, defining timing, color, composition, motion, layering, and readability, and translating creative direction into actionable production standards.
Create high-quality in-game VFX using Unreal Engine and related real-time VFX toolchains, contributing across the full process from creative exploration and prototyping through final implementation and iteration.
Solve complex artistic and technical challenges while exploring new VFX techniques, workflows, and tools that improve the team's visual quality and production efficiency.
Collaborate closely with Gameplay Design, Animation, Technical Art, Engineering, Narrative, and other partner teams to clarify goals, align expectations, and ensure that the visual experience supports gameplay.
Provide clear, specific, and actionable feedback to internal artists and external partners, including demonstrations, revision guidance, and paintovers when needed, ensuring that final work meets the project's visual direction and readability standards.
Partner with Technical Art and Engineering to support performance, asset standards, runtime stability, and cross-scenario adaptability, and help drive timely resolution of VFX-related technical issues.
Help develop team workflows, training materials, and shared knowledge that enable new team members and external partners to understand and meet project standards.
Required Qualifications:
8+ years of professional experience in game VFX or real-time visual effects, with experience shipping or developing full game projects.
Strong command of VFX and art fundamentals, including timing, rhythm, color, composition, motion, layering, material expression, and visual readability.
Strong aesthetic judgment and visual communication skills, with the ability to create and iterate efficiently within an established art direction.
Experience with Unreal Engine and real-time VFX production workflows; experience with Niagara or comparable tools is a plus.
Ability to translate abstract creative goals into clear visual solutions, production standards, and actionable feedback.
Strong cross-functional communication skills, with the ability to collaborate effectively across disciplines, cultures, and regions.
Fluency in Mandarin Chinese.
Desired Qualifications:
Experience establishing VFX guidelines, quality standards, or production workflows from the ground up.
Experience managing external partners, mentoring partner teams, or collaborating with distributed teams.
Familiarity with Houdini, Substance, Photoshop, Maya, Blender, or other relevant tools.
Fluency in English.
Application Materials:
Please provide a portfolio or demo reel highlighting real-time VFX and the specific contributions you made to each project. Whenever possible, please clarify your responsibilities, tools, and individual impact. Some candidates may be asked to complete an art test.
For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!
Location: Shanghai, China
Riot Games was established in 2006 by entrepreneurial gamers who believe that player-focused game development can result in great games. In 2009, Riot released its debut title League of Legends to critical and player acclaim. As the most played video game in the world, over 100 million play every month. Players form the foundation of our community and it’s for them that we continue to evolve and improve the League of Legends experience.
We’re looking for humble but ambitious, razor-sharp professionals who can teach us a thing or two. We promise to return the favor. Like us, you take play seriously; you’re passionate about games. We embrace those who see things differently, aren’t afraid to experiment, and who have a healthy disregard for constraints.
That's where you come in.
As a
Principal Animation Artist
at Riot you will define craft standards, coach the animation team and influence other disciplines, including VFX artists, character artists, and rigging technical artists. You will help direct the animation experience and communicate that vision to team members. A great reel will showcase a diverse selection of character-driven and interactive animation, and a strong foundation in the principles of animation, including weight, anticipation, and impact. Your craft expertise will breathe life into iconic and beloved characters for players.
As a
Principal Animation Artist
on the Unpublished R&D Product, you will be responsible for all aspects of player-facing animation systems and character performance, from early ideation through final shipping-quality release. Your critical eye for quality and appeal will help strengthen our animation style. You will report into the Art Director of the team.
Responsibilities:
Drive the quality and direction of gameplay animation, ensuring a high bar for responsiveness, clarity, and cohesion.
Own and evolve multiple player-facing animation systems, ensuring scalability and consistency across features.
Define and establish animation best practices, workflows, and quality standards for the team.
Partner with design, engineering, and technical art to shape animation systems and influence gameplay integration.
Anticipate systemic challenges and lead solutions that improve long-term reliability and performance.
Guide and mentor animators, elevating craft quality across the team.
Influence cross-team collaboration and alignment on animation-related systems and pipelines.
Identify opportunities to improve tools, pipelines, and production strategies at a broader level.
Required Qualifications:
10+ years of professional experience in game or entertainment animation.
Experience defining animation pipelines or standards at a team or project level.
Expert proficiency in Maya.
Extensive experience working with Unreal Engine.
Deep understanding of animation systems, state machines, and runtime behaviors.
Experience owning and delivering complex animation systems across a project lifecycle.
Experience mentoring and elevating other animators.
Fluency in Mandarin Chinese.
Desired Qualifications:.
Proficiency in English.
Background in both gameplay and cinematic animation workflows.
Experience collaborating on complex system design with engineering and design.
Strong understanding of performance considerations in real-time animation.
For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about the experiences of players, this could be the role for you!
Location: Shanghai, China
Riot Games was established in 2006 by entrepreneurial gamers who believe that player-focused game development can result in great games. In 2009, Riot released its debut title League of Legends to critical and player acclaim. As the most played video game in the world, over 100 million play every month. Players form the foundation of our community and it’s for them that we continue to evolve and improve the League of Legends experience.
We’re looking for humble but ambitious, razor-sharp professionals who can teach us a thing or two. We promise to return the favor. Like us, you take play seriously; you’re passionate about games. We embrace those who see things differently, aren’t afraid to experiment, and who have a healthy disregard for constraints.
That's where you come in.
As a
Visual Story Development Artist
at Riot, you will bring characters and stories to life through visual development and cinematic storytelling. You will translate narrative beats into compelling storyboards, animatics, and in-game cinematic content that builds character performance, worldbuilding, and emotional impact for players. Working with artists and cross-functional partners, you will develop clear visual narratives that support the game's creative vision.
As a Senior Visual Story Development Artist on the Unpublished R&D Product, you will apply your visual development skills and narrative sensibility to create compelling visual storytelling content. You will contribute to character and creature design, storyboards, animatics, in-game cinematics, and other visual storytelling work, helping establish a cohesive foundation for character performance, worldbuilding, and visual narrative. You will report into the Art Director of the team.
Responsibilities:
Drive visual development and storytelling, creating and delivering illustrative, animated, and visual narrative content, as well as writing story scripts, to advance character development, worldbuilding, and the player experience.
Shape character performance, camera composition, cinematography, and editing to create compelling cinematic experiences that align with the project's visual direction.
Lead projects of varying scales, partnering closely with production to ensure work is delivered on time and to a high standard of quality.
Leverage cinematic tools and related workflows in Unreal Engine for visual development, storyboarding, animatics, and in-game cinematics.
Partner with other artists under the direction of the Art Director to build the foundations of character design, story development, and visual worldbuilding.
Use 2D, 3D, and other relevant tools and technologies to explore new approaches to visual storytelling and advance narrative expression both inside and outside the game.
Work directly with game development, marketing, and publishing teams to understand their goals and deliver high-quality visual narrative solutions.
Navigate ambiguous creative spaces with clear communication, adaptability, and sound judgment, while sharing knowledge, supporting collaborators, and balancing execution speed with exceptional quality.
Required Qualifications:
8+ years of professional experience in directing, concept art, storyboarding, or animation within the video game, film, or animation industries.
Strong traditional and digital art foundations, with a deep understanding of human and creature anatomy, proportion, movement, and performance.
Hands-on proficiency with creative software, including 2D and 3D modeling, layout, and animation tools, Unreal Engine, and video editing or compositing software for storyboards, animatics, and final shots.
Proven ability to work independently in complex or ambiguous creative environments and develop ideas from early narrative beats into complete, clear, and executable visual concepts.
Strong visual judgment, narrative awareness, and communication skills, with the ability to articulate creative intent and collaborate effectively across disciplines.
Fluency in Mandarin Chinese.
Desired Qualifications:
Practical and technical experience with animation pipelines, producing animatics and final cinematics for high-quality entertainment content.
Experience managing external partner teams or outsourcing workflows, with the ability to ensure that work meets project needs, visual style, and quality standards.
Experience with character concept art and visual development for both in-game assets and out-of-game marketing or publishing content.
Experience developing character performance, camera direction, and complete visual narratives from story beats, scripts, or written descriptions.
Fluency in English.
Application Materials:
Please provide a versatile portfolio or demo reel demonstrating proficiency in 2D painting and design, storyboarding, visual development, and 3D workflows, including clear examples of individual contributions and the ability to explore different styles while maintaining a consistent art direction. Some candidates may be asked to complete an art test.
For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!
Location: Shanghai, China
Riot Games was established in 2006 by entrepreneurial gamers who believe that player-focused game development can result in great games. In 2009, Riot released its debut title League of Legends to critical and player acclaim. As the most played video game in the world, over 100 million play every month. Players form the foundation of our community and it’s for them that we continue to evolve and improve the League of Legends experience.
We’re looking for humble but ambitious, razor-sharp professionals who can teach us a thing or two. We promise to return the favor. Like us, you take play seriously; you’re passionate about games. We embrace those who see things differently, aren’t afraid to experiment, and who have a healthy disregard for constraints.
That's where you come in.
As a
Character Artist
at Riot, you will bring champions to life by creating and texturing high and low poly models. You will help craft some of the most iconic characters in the world of gaming. Your sculpting skills, artistic eye and keen understanding of anatomy, form, and color will lead the way in character creation. Working within both technical and design constraints, you will use your knowledge of proportions, anatomy and readability to ensure models are optimized in game. Your craft expertise, high-level execution and attention to detail will enrich the player’s immersive experience.
As a
3D Character Artist
on the Unpublished R&D Product, you will translate character concepts into game-ready assets that meet technical and design requirements. You will contribute throughout the character production process, from concept to final implementation, and collaborate with multiple disciplines and external partners to deliver consistently high-quality character assets. You will create appealing, distinctive, and readable characters that help deliver a high-quality player experience. You will report into the Art Director of the team.
Responsibilities:
Use your knowledge of stylized character art to create high-quality 3D character models.
Interpret and execute character concepts while considering technical and design constraints such as polygon counts, texture memory, and topology.
Understand the complete asset creation process, from concept design, modeling, baking, and texturing through successful integration into the game.
Review and provide guidance on character content created by external partners, helping maintain stylistic consistency, quality standards, and project budgets.
Collaborate with other teams and disciplines to plan and drive the production and delivery of character assets.
Help mature character asset pipelines and establish best practices for high-quality and efficient asset creation.
Maintain a strong focus on in-game performance, readability, and long-term maintainability while meeting the visual quality bar.
Required Qualifications:
5+ years of professional character modeling experience.
Experience with stylized rendering or cel-shaded rendering.
Experience shipping game content.
Professional experience with modeling, sculpting, baking, and texturing tools such as Maya, ZBrush, Substance, and Photoshop.
Strong understanding of stylized shape language, with the ability to represent a wide range of character looks through an economy of form and detail.
Understanding of technical constraints, performance requirements, and in-game integration workflows for character assets.
Strong cross-functional communication and collaboration skills, with the ability to work effectively with Design, Technical Art, Engineering, and external partners.
Strong ownership and problem-solving skills, with the ability to move work forward consistently within clear goals and complex constraints.
Proficiency in Mandarin Chinese
Desired Qualifications:
Experience working closely with Technical Art.
Experience using Unreal Engine.
A broad 3D skill set including polygon modeling, sculpting, basic rigging and animation, painting, and presentation.
Experience on games or projects centered on character experiences.
Experience managing external partners, reviewing character assets, or collaborating on outsourcing workflows.
Familiarity with character asset optimization, material creation, or real-time rendering workflows.
Proficiency in English.
Application Materials:
Please provide a portfolio highlighting high-quality 3D character work, stylized characters, character modeling, sculpting, texturing, and final in-game results. Whenever possible, please clarify your responsibilities, tools, technical constraints, and individual contributions to each project.
For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!
Задачи:
— Перенос Jira, Confluence, Caddy и других сервисов в Docker
— Поддержка стабильности, безопасности и порядка в сервисах
— Автоматизация бэкапов Jira, Confluence, Git и Perforce с регулярной проверкой восстановления
— Развёртывание новых сервисов по запросу команды
— Настройка Perforce и интеграция UnrealGameSync
— Развёртывание Zen Server (DDC) для кэширования ассетов и шейдеров
— Настройка Horde CI: dev/debug-сборки, прекомпилированные бинарники для UGS, базовые проверки (чистая компиляция, clang-format/clang-tidy, EditorConfig)
— Подключение Virtual Assets CD с автоматической загрузкой билдов в Steam
Требования:
— Опыт с любой CI/CD-системой: GitHub Actions, GitLab CI, TeamCity, Jenkins, Horde или аналогами
— Администрирование Linux и/или Windows Server
— Уверенная работа с Docker
— Скрипты на Bash, PowerShell или Python
— Понимание принципов резервного копирования и восстановления
— Базовое понимание, как устроены сборки Unreal Engine
— Умение самостоятельно разбираться в задачах и предлагать решения
— Привычка использовать LLM как рабочий инструмент
— Опыт с Perforce, Horde, Zen Server/DDC, UnrealGameSync (будет плюсом)
— Опыт с Ansible или другими инструментами управления конфигурацией (будет плюсом)
— Автоматическая публикация билдов в Steam (будет плюсом)
Условия:
— full-time (5/2, 7,5 ч, гибкое начало дня)
— оформление: ГПХ/ИП/СЗ
— гибкий график, оценка по результату
Задачи:
— Сотрудничать с арт-директором, дизайнерами, техническими и арт-лидами для согласования производства с арт-направлением и приоритетами проекта.
— Тесно работать с лидом по уровню от начальных идей до финальной полировки, обеспечивая соответствие игровым, техническим и арт-целям.
— Быть контактным лицом по Environment Art на проекте, представлять дисциплину на обзорах, встречах и участвовать в ключевых функциях и межфункциональных поставках.
— Руководить производством Environment Art на всех этапах: от блокаута и интерпретации концепций до лукдева, создания ассетов, оформления и финальной доставки в игре.
— Разрабатывать и представлять предложения по лукдеву, арт-документацию, стилистические руководства и визуальные решения, поддерживающие арт-направление и цели проекта.
— Решать сложные визуальные и технические задачи, обеспечивая сохранение концептуального замысла и функциональность игровых окружений.
— Отвечать за качество работы команды, предоставлять регулярную обратную связь и утверждения в процессе производства.
— Тестировать и итеративно улучшать уровни в лукдеве и в игре, выявлять визуальные, материальные и производительные проблемы.
— Устанавливать и постоянно улучшать пайплайны, рабочие процессы и технические стандарты Environment Art, включая техническую документацию и арт-гайды.
— Работать с техническими художниками и рендерингом для решения технических вопросов, управления материалами/шейдерами и улучшения инструментов и процессов.
— Управлять аутсорс-командами и их поставками, обеспечивая качество и соответствие требованиям проекта.
— Руководить, наставлять и поддерживать команду Environment Art через четкие указания, обратную связь, индивидуальные встречи и коучинг.
— Планировать и распределять работу команды совместно с продюсером, включая оценки, приоритеты, распределение задач и уровней, управление рисками и мониторинг прогресса.
— Сотрудничать с HR по вопросам найма, структуры команды и решений по производительности, включая продвижения и изменения ролей.
Требования:
— Свободное владение английским языком.
— Опыт создания и руководства командой Environment Art на проектах, где окружения играют ключевую роль и достигают высоких стандартов качества.
— Опыт работы с аутсорс-командами.
— Глубокое понимание искусства, архитектуры и принципов Level Design.
— Знание 3D-программ: 3ds Max, Maya, Blender, ZBrush.
— Понимание PBR-воркфлоу и текстурирования в Substance Designer и Substance Painter.
— Опыт работы с Unreal Engine 5 и пайплайнами окружений.
— Опыт создания фотореалистичных игровых окружений, включая оформление и улучшение.
— Опыт создания и поддержки арт-стайлгайдов и технической документации.
— Преимущества: опыт работы лидом в большой команде окружений, сильные навыки рисования для художественной обратной связи, глубокие знания UE5 технологий Nanite и Lumen.
Условия:
— Конкурентная зарплата по отраслевым стандартам.
— Предпочтительный гибридный режим работы с возможностью офисной и удаленной работы.
— Реферальная программа для поддержки найма качественных сотрудников.
— Гибкий график работы.
— 25 дней отпуска, ежегодный корпоративный отпуск в январе, больничные, дополнительные удаленные дни и дни по важным жизненным событиям.
— Месяц 4-часовых рабочих дней для возвращающихся из декретного отпуска.
— Обучение и развитие: конференции, курсы, мастер-классы.
— Работа с топ-талантами и профессионалами.
— Работа в команде из 3 офисов и более 16 стран.
— Сотрудничество с разработчиками Saber Interactive.
— Медицинская страховка премиум-класса.
— Командные мероприятия и персонализированные тимбилдинги.
— Участие в стартап- и гейминг-экосистемах.
— Финансовая поддержка для занятий спортом.
— Кофе, фрукты и закуски в офисе.
Задачи:
— Создавать complex material, shader, оптимизировать и реализовывать procedural generation в Unreal Engine.
— Использовать blueprint tool для разработки.
Требования:
— Умение работать с Unreal Engine на уровне, превышающем базовое знание.
— Навыки создания complex material, shader.
— Опыт оптимизации и procedural generation.
— Владение blueprint tool.
— Способность соблюдать дедлайны и своевременно сдавать работу.
— Наличие портфолио.
Условия:
— График работы с 10:00 до 20:00.
— Возможна гибридная форма работы.
— Зарплата от 700 долларов США в месяц.
Контакт для отклика: +998 94 630 94 92, откликаться через Telegram https://t.me/Inoyatilla.
Студия WATT ищет Lighting Artist для работы на полный рабочий день с возможностью удалённого или гибридного формата в часовом поясе Москвы. Кандидат должен иметь опыт работы в области освещения в игровых или смежных проектах и предоставить портфолио с примерами своих работ. Требуется уверенное владение Unreal Engine, включая понимание систем Lumen и Lightmass. Важны знания композиции, цветовой теории, контраста и визуального сторителлинга, а также понимание PBR и принципов оптимизации освещения. Кандидат должен уметь эффективно работать в команде, быть ответственным и соблюдать установленные сроки. Зарплата обсуждается по результатам собеседования и ориентировочно составляет от 150 000 до 220 000 рублей.
Задачи:
— Создавать 3D анимации для YouTube Shorts, вдохновлённые Marvel, DC, Anime и телевизионными шоу.
— Анимировать суперспособности, персонажей (Marvel / DC / Anime), легендарное оружие, а также силы, лор и способности.
Требования:
— Интерес к Marvel, DC, Anime, комиксам, манге, маньхуа, вебтунам, системам сил и лору.
Условия:
— Удалённая работа.
— Гибкий график.
— Ежемесячная оплата от $1000 до $1700 плюс бонусы.
— Долгосрочный рост с возможностью стать ведущим аниматором или тимлидом.
Стек:
— Blender (предпочтительно)
— Unreal
— Maya
— Cinema4D
Задачи:
— Настройка освещения игровых локаций в Unreal Engine.
— Создание световых композиций, атмосферы и визуальных акцентов.
— Настройка света, теней, отражений и постпроцессинга.
— Взаимодействие с левел-артистами и другими участниками команды.
— Оптимизация освещения для real-time проектов.
— Соблюдение внутренних дедлайнов и ежедневная отчетность.
Требования:
— Опыт работы Lighting Artist в игровых или смежных проектах.
— Портфолио с примерами работ по освещению (обязательно).
— Уверенное владение Unreal Engine, понимание Lumen и Lightmass.
— Понимание композиции, цвета, контраста и визуального сторителлинга.
— Знание PBR и принципов оптимизации освещения.
— Умение работать в команде, ответственность и соблюдение сроков.
Будет плюсом:
— Опыт работы с постпроцессингом и цветокоррекцией.
— Знание процедурных инструментов.
— Участие в разработке визуальных гайдлайнов.
ГибридmiddleМосква; Локация работы: #Удаленка, #Гибрид (удаленка, но с обязательным посещением офиса время от времени)
Location: Los Angeles, USA
As part of the Environment Art team, you will channel your knowledge of concepting, modeling, and texturing to help tell stories through visually compelling environments. Working within both design and technical constraints you will build optimized environments that elevate the purpose and mood of the game. Your craft expertise and eye for structure, form, shape language, and design will help develop and build fantastic new worlds for our players to explore.
As a
Principal 3D Environment Artist
on an unpublished R&D product, you will report to the Environment Art Director. This is a hands-on role that calls for a high level of craft and the ability to solve complex environment art challenges. As an experienced member of the team, you'll lead by example through your work. Your knowledge and experience will help raise the quality bar and support the growth of other artists on the team.
Responsibilities
:
Lead world-building for various 3D environments from early development through final polish.
Build high-quality environments and assets ranging from architectural structures to organic forms and foliage.
Create cohesive environments that support gameplay through strong composition and visual clarity.
Work closely with Design, Concept Art, Lighting, and Tech Art to balance visual quality with gameplay and technical needs.
Interpret and build upon concept designs while solving artistic and technical challenges during production.
Maintain a high level of visual quality while working within performance and technical constraints.
Share knowledge and provide craft feedback to help other environment artists grow.
Required Qualifications:
8+ years of professional experience as a 3D Environment Artist in game development.
Experience building game environments from development through completion as an Environment Artist
Strong portfolio demonstrating world-building, modeling, sculpting, materials and composition.
Professional experience with 3ds Max or Maya, Photoshop and ZBrush.
Experience creating optimized game environments within gameplay and technical constraints.
Strong communication skills and experience working across multiple disciplines.
Desired Qualifications:
Professional experience working in Unreal, Unity, or any relevant game engine.
Experience mentoring other artists through craft feedback and collaboration.
When submitting your application, please provide a portfolio of your high-quality environment art - including stylized artwork. And as a part of the application process, you may also be asked to complete an art test.
For this role, you'll find success through craft expertise, a collaborative spirit, and decision-making that prioritizes the delight of players. We will be looking at your past studies, experience, and your personal relationship with games. If you embody player empathy and care about players' experiences, this could be your role!
Our Perks:
Riot focuses on work/life balance, shown by our open paid time off policy and other perks such as flexible work schedules. We offer medical, dental, and life insurance, parental leave for you, your spouse/domestic partner, and children, and a 401k with company match. Check out our
benefits pages
for more information.
At Riot Games, we
put players first
. That mission drives every decision in our quest to create games and experiences that make it better to be a player. Whether you’re working directly on a new player-facing experience or you’re supporting the company as a whole, everyone at Riot is part of our mission. And just like in our games, we’re better when we work together. Our goal is to create collaborative teams where you are empowered to bring your unique perspective everyday. If that sounds like the kind of place you want to work, we’re looking forward to your application.
It’s our policy to provide equal employment opportunity for all applicants and members of Riot Games, Inc. Riot Games makes reasonable accommodations for handicapped and disabled Rioters and does not unlawfully discriminate on the basis of race, color, religion, sex, sexual orientation, gender identity or expression, national origin, age, handicap, veteran status, marital status, criminal history, or any other category protected by applicable federal and state law. We consider for employment all qualified applicants, including those with criminal histories, in a manner consistent with applicable federal, state and local law, including the California Fair Chance Act, the City of Los Angeles Fair Chance Initiative for Hiring Ordinance, the Los Angeles County Fair Chance Ordinance for Employers, the San Francisco Fair Chance Ordinance, and the Washington Fair Chance Act.
Per the Los Angeles County Fair Chance Ordinance, the following core duties may create a basis for disqualifying candidates with relevant criminal histories:
Safeguarding confidential and sensitive Company data
Communication with others, including Rioters and third parties such as vendors, and/or players, including minors
Accessing Company assets, secure digital systems, and networks
Ensuring a safe interactive environment for players and other Rioters
These duties are directly related to essential operations, safety, trust, and compliance obligations within our organization. Please note that job duties may evolve based on business needs and additional responsibilities may be assigned as necessary to maintain operational efficiency and security.
seniorSydney, Australia
MX - Mexico City, Mexico
Shanghai, China
seniorAustria; France; Germany; Italy; Netherlands; Poland; Spain; United Kingdom