Directs development of a new arcade title by defining the concept and core game design, setting project milestones, guiding the team, and ensuring quality.
About this role
This role leads technical art across the Second Business Division as project scale and technical-art specialization expand. The position contributes to projects while progressively taking responsibility for the technical art organization, including technology foundations, workflow development, knowledge sharing, and team development.
Initial responsibilities include building rendering pipelines for high-end visuals, developing tools such as Python- or C#-based tools to reduce artists’ workload, and measuring and analyzing rendering costs to propose optimization methods. The role progressively standardizes technical-art workflows, establishes knowledge-sharing processes, provides technical guidance and code reviews for junior and mid-level technical artists, and conducts goal setting, evaluations, and career meetings.
Future responsibilities include planning and executing technical-art strategy; designing, building, and optimizing art-production pipelines; and supervising implementation support and extension development for DCC tools such as Maya, Blender, and Houdini, as well as game engines including the original game engine, UE5, and Unity. The role also covers research and development of new technologies and planning their introduction to project teams.
Team and organizational responsibilities include setting goals and conducting evaluations for the technical art team, building career paths, supporting recruitment through document screening and interviews, developing team members, standardizing the technical stack, and allocating resources. The role manages workloads according to project progress in cooperation with project managers.
The position manages rendering costs and optimization for target platforms including consoles, PC, and mobile. It establishes production guidelines for artists, including polygon counts, texture sizes, and shader limitations. It also works closely with art directors and programming directors to negotiate practical technical solutions and appropriate quality trade-offs.
Required qualifications include at least seven years of professional experience on high-end console or PC titles; deep knowledge of shader development using HLSL or GLSL and post effects; and professional tool-development experience using at least one of Python, C#, or C++. Deep understanding of DCC tools such as Maya, 3ds Max, or Houdini is also required. Candidates must have at least three years of professional experience as a team leader or manager for a team of three or more, along with experience managing member motivation and communicating effectively with colleagues.
The role also includes assessing candidates’ skills through portfolio and test reviews and communicating technical knowledge internally and externally through activities such as technical blogs and study-group presentations. Preferred experience includes building environments for an original game engine, procedural environment-pipeline knowledge using Houdini, deep understanding of UE5 rendering features such as Lumen and Nanite, and introducing workflows such as motion capture or photogrammetry. The employment type is full-time permanent employment, although a contract position may be offered depending on experience and skills. The position is located in Shinagawa, Tokyo. Overtime is paid in full, salary is revised in April, and bonuses are provided.
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