Rendering Technical Artist II - League of Legends (Contract)
Core
Author, extend, and maintain real-time shaders and materials for League of Legends within a PBR-based rendering workflow, acting as a bridge between art and engineering to translate visual goals into performant solutions.
Role type
Rendering Technical Artist (Contract)
Builds
League of Legends game assets (champions, skins, environments) using a modern real-time, PBR-based rendering pipeline with stylized, hand-painted treatments.
Domain
Game Development / Real-time Graphics / PBR Rendering
Deliverable
production ML models | product features | dashboards & analysis | research | client delivery | infrastructure | physical/clinical work
Required skills
PBR fundamentals (albedo, normal, roughness, metallic, AO, emissive, lighting, reflections), shader languages (HLSL, GLSL, node-based graphs), game engine proficiency (Unity/Unreal), performance profiling and optimization, technical writing, version control (Perforce/Git), 3D asset integration
Preferred skills
Stylized PBR/toon hybrid workflows, character material shaders (skin, hair, cloth), material-driven systems and runtime parameters, tool development (Python), content creation tools (Maya, Substance, Marmoset), 3D math and linear algebra
Technologies
HLSL, GLSL, Unity, Unreal, Perforce, RenderDoc, Python, Maya, Substance, Marmoset Toolbag
Responsibilities
Author and maintain reusable shader functions and shared material systems; collaborate with Art/Design to translate visual behaviors into performant rendering solutions; provide technical support to internal and external vendor artists; validate assets and diagnose rendering issues; collaborate with engineering to manage memory budgets and optimize shader/rendering cost; integrate visual assets from external vendors; create and maintain technical documentation and custom tools.
Seniority
Mid-Senior, hands-on IC