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レンダリングテクニカルアーティスト|Rendering Technical Artist

Tencent

レンダリングテクニカルアーティスト|Rendering Technical Artist

Tencent logo

Tencent

full-time

Posted: December 9, 2025

Number of Vacancies: 1

Job Description

レンダリングテクニカルアーティスト|Rendering Technical Artist

📋 Job Overview

LightSpeed Japan Studio, led by Hideaki Itsuno, is a game development studio creating original AAA action games for global audiences, with offices in Tokyo and Osaka. As a Rendering Technical Artist, you will collaborate with graphics programmers and artists to optimize visual quality and performance within resource constraints using Unreal Engine. The role focuses on shader development, asset optimization, and ensuring photorealistic rendering while pushing the boundaries of game visuals.

📍 Location: Osaka, Japan

🏢 Business Unit: IEG

📄 Full Description

チーム紹介/About the Hiring Team
ライトスピード・ジャパンは、世界中のオーディエンス向けにオリジナルのAAA級アクションゲームタイトルの制作に特化しているゲーム開発スタジオです。著名なゲームディレクターとして知られる伊津野英昭(いつの ひであき)が率いる当スタジオは、東京と大阪の2つの拠点で活動しています。
柔軟で包括的な職場環境を提供し、ゲーム制作の限界を押し広げる才能と情熱にあふれるゲームクリエイターの参加を非常に歓迎しています。
LightSpeed Japan Studio is a game development studio dedicated to crafting original AAA action game titles for global audiences. Led by industry veteran Hideaki Itsuno, the studio operates across two locations in Tokyo and Osaka.
The studio offers a flexible and inclusive work environment and actively welcomes game creators who are full of talent and passion for pushing the boundaries of game development.

仕事内容/What the Role Entails
仕事内容
グラフィックスプログラマーやアーティストと積極的に連携し、最終的な画面表現とパフォーマンスのバランスを取りながら、限られたリソースの中で最高のビジュアル品質を実現することを担当します。
主な業務内容は以下の通りです:
 
①アートアセットにおけるパフォーマンス関連の仕様策定および最適化方針の立案
②ライティング、エフェクト、マテリアルシェーダー、メッシュ、ポストプロセス、アニメーションなどの各要素が消費するリソースを管理し、限られた描画コストを最も画面品質の向上に寄与する部分に集中させる
③アートアセットの早期エンジン実装を積極的に推進し、早期に問題を洗い出す。アセットが制作仕様を満たしていない場合はアートチームにフィードバックし、仕様自体に問題がある場合は修正、UEの描画パイプライン自体に手を加える必要がある場合はグラフィックスプログラマーと連携して解決を図る
④フォトリアルシェーダーの作成およびシェーダー関わる部分の最終的なレンダリング表現の制御
⑤ライティング、シャドウ、エフェクト、ポストプロセスなど、画面最終表現と重さに関わる要素の最終調整(※オプション)
⑥最終的な画面目標から逆算し、それを実現するために必要なアート素材の制作条件を明確化し、合理的なアート制作フローの提案(※オプション)

Job Description
As a Rendering Technical Artist, you will work closely with graphics programmers and artists to achieve the highest visual quality possible within limited resources, balancing final visual expression and performance.
Key responsibilities include:
1. Defining and optimizing performance-related specifications for art assets.
2. Managing resource consumption of lighting, effects, material shaders, meshes, post-processes, and animations, prioritizing visual elements that most enhance screen quality within a limited rendering budget.
3. Proactively implementing art assets into the engine early, identifying issues as soon as possible. If an asset fails to meet production specifications, you will provide feedback to the art team. If the specifications themselves are problematic, you will revise them. When modifications to the UE rendering pipeline are needed, you will collaborate with graphics programmers to solve issues.
4. Creating photorealistic shaders and controlling the final rendering expression related to shaders.
5. Fine-tuning key rendering elements such as lighting, shadows, effects, and post-processing to optimize the final visual output and performance (optional).
6. Defining clear asset production requirements by working backward from final visual goals, and proposing a streamlined and logical art production pipeline (optional).

応募資格/Who We Look For
応募条件
必須スキル:
・Unreal EngineにおけるLOD/ISM/Naniteなどの使用経験
・UEまたは他のゲームエンジンでのノードベースシェーダー
 (Material Editor)を使用した3年以上の実務経験
・フォトリアルプロジェクトの参加経験
・PBRレンダリングおよびLookDevに関する基礎知識
・Lighting ModelおよびComputerGraphicの基礎知識(Forward Rendering、Deferred Rendering、Translucent Rendering、G-buffer、BRDF等)
GI/Lightmap/Shadowmapなど、ライティング関連の基礎知識
歓迎スキル(オプション):
・3Dキャラクター/3D背景/3Dエフェクトいずれかのアートアセット制作経験(ポートフォリオ必須)
・Houdiniの使用経験
・Substance Designerの使用経験
・3Dスキャンに関する経験
・一眼レフカメラおよび撮影用ドローンの使用経験

Job Requirements
Required Skills:
Experience using LOD, ISM, Nanite, etc., in Unreal Engine
3+ years of professional experience using node-based shaders (Material Editor) in UE or other game engines
Participation in photorealistic projects
Basic knowledge of PBR rendering and Look Development (LookDev)
Fundamental understanding of lighting models and computer graphics concepts, including Forward Rendering, Deferred Rendering, Translucent Rendering, G-buffer, BRDF, etc.
Basic knowledge related to lighting, such as GI, Lightmaps, and Shadowmaps
Preferred Skills (Optional):
Experience creating 3D art assets in one or more of the following areas: characters, environments, or visual effects (portfolio required)
Experience using Houdini
Experience using Substance Designer
Experience with 3D scanning
Experience using DSLR cameras and drones for photography

一緒に働く魅力/Why Join Us?
勤務地
大阪(JR大阪駅JP TOWER OSAKA)、東京(虎ノ門ヒルズビジネスタワー)※希望に添います
賃金
年収額:応相談(昇給/賞与あり)
※経験・スキル等を考慮し、当社規定により優遇します。
※一般社員の場合、固定残業代月35時間分が含まれます。
管理職の場合、固定残業代10時間分が含まれます。
労働時間・休日
就業時間 09:30 ~ 18:30  休憩時間 60分
フレックスタイムあり
完全週休2日制(土日・祝日)
有給休暇:入社初年度は、入社月により期間按分付与。在籍年数踏まえて最大22日
年末年始休暇(12/30~1/3)
病気休暇(有給):12日/年(有給休暇とは別途付与)
福利厚生
<各種保険>
健康保険 、雇用保険、 労災保険、 厚生年金保険、 総合福祉団体定期保険(GTL)
業務災害安心総合保険(GPA)、団体長期障害所得補償保険(GLTD)
海外旅行保険
<各種手当>
通勤手当(上限5万円/月) 、通信手当(上限1万円/月)、 自己啓発手当(上限2万円/月)、 平日に出社した場合食事補助1800円/日、定期健診手当(上限7万5千円/年1回)
<支援制度・その他待遇>
フリードリンクコーナー 、ギフトカード(お盆、正月の2回支給、2万円/1回)
従業員支援プログラム(EAP) 、慶弔見舞金 、永年勤続賞/休暇
この求人広告に記載されているポリシー(給与、福利厚生、労働条件などを含むがこれに限らない)は、会社のリアルタイムポリシーに応じて調整される可能性があります。

平等な雇用機会を重視するテンセント/Equal Employment Opportunity at Tencent
テンセントは、雇用機会の均等を最重要視しています。私たちは、多様性がイノベーションを促進し、ユーザーやコミュニティに対してより良いサービスを提供する原動力になると確信しています。
社員一人ひとりが十分なサポートを受け、自身の目標と会社の目標を共に達成できるよう、モチベーションを高められる環境づくりを大切にしています。
As an equal opportunity employer, we firmly believe that diverse voices fuel our innovation and allow us to better serve our users and the community. We foster an environment where every employee of Tencent feels supported and inspired to achieve individual and common goals.
Work Location: Japan-Osaka | Japan-Tokyo-Business Tower

🎯 Key Responsibilities

  • Defining and optimizing performance-related specifications for art assets
  • Managing resource consumption of lighting, effects, material shaders, meshes, post-processes, and animations, prioritizing visual elements that most enhance screen quality within a limited rendering budget
  • Proactively implementing art assets into the engine early, identifying issues as soon as possible. If an asset fails to meet production specifications, provide feedback to the art team. If the specifications themselves are problematic, revise them. When modifications to the UE rendering pipeline are needed, collaborate with graphics programmers to solve issues
  • Creating photorealistic shaders and controlling the final rendering expression related to shaders
  • Fine-tuning key rendering elements such as lighting, shadows, effects, and post-processing to optimize the final visual output and performance (optional)
  • Defining clear asset production requirements by working backward from final visual goals, and proposing a streamlined and logical art production pipeline (optional)

✅ Required Qualifications

  • Experience using LOD, ISM, Nanite, etc., in Unreal Engine
  • 3+ years of professional experience using node-based shaders (Material Editor) in UE or other game engines
  • Participation in photorealistic projects
  • Basic knowledge of PBR rendering and Look Development (LookDev)
  • Fundamental understanding of lighting models and computer graphics concepts, including Forward Rendering, Deferred Rendering, Translucent Rendering, G-buffer, BRDF, etc.
  • Basic knowledge related to lighting, such as GI, Lightmaps, and Shadowmaps

⭐ Preferred Qualifications

  • Experience creating 3D art assets in one or more of the following areas: characters, environments, or visual effects (portfolio required)
  • Experience using Houdini
  • Experience using Substance Designer
  • Experience with 3D scanning
  • Experience using DSLR cameras and drones for photography

🛠️ Required Skills

  • Unreal Engine proficiency with LOD, ISM, Nanite
  • Node-based shader experience (Material Editor) in UE or similar engines
  • Photorealistic project involvement
  • PBR rendering and LookDev knowledge
  • Computer graphics fundamentals (rendering types, G-buffer, BRDF)
  • Lighting knowledge (GI, Lightmaps, Shadowmaps)
  • Collaboration with programmers and artists
  • Problem-solving in asset optimization and pipeline modifications

🎁 Benefits

  • Work locations in Osaka (JR Osaka Station JP TOWER OSAKA) or Tokyo (Toranomon Hills Business Tower), based on preference
  • Competitive salary (negotiable, with raises and bonuses); includes fixed overtime pay (35 hours/month for general employees, 10 hours for managers)
  • Work hours: 09:30 ~ 18:30 with 60-minute break; flexible time system
  • Complete weekly holidays (Saturdays, Sundays, national holidays)
  • Paid vacation: prorated in first year based on entry month, up to 22 days; year-end/New Year holidays (Dec 30 ~ Jan 3); sick leave (12 days/year, separate from paid vacation)
  • Various insurances: Health, employment, workers' compensation, pension, group term life (GTL), business accident insurance (GPA), group long-term disability (GLTD), overseas travel insurance
  • Allowances: Commuting (up to 50,000 yen/month), communication (up to 10,000 yen/month), self-development (up to 20,000 yen/month), meal subsidy (1,800 yen/day for weekday office attendance), annual health check (up to 75,000 yen/year)
  • Support programs: Free drink corner, gift cards (20,000 yen twice a year for Obon and New Year), Employee Assistance Program (EAP), condolence payments, long-service awards/vacation

Locations

  • Osaka, Japan

Salary

Estimated Salary Rangemedium confidence

8,000,000 - 15,000,000 JPY / yearly

Source: ai estimated

* This is an estimated range based on market data and may vary based on experience and qualifications.

Skills Required

  • Unreal Engine proficiency with LOD, ISM, Naniteintermediate
  • Node-based shader experience (Material Editor) in UE or similar enginesintermediate
  • Photorealistic project involvementintermediate
  • PBR rendering and LookDev knowledgeintermediate
  • Computer graphics fundamentals (rendering types, G-buffer, BRDF)intermediate
  • Lighting knowledge (GI, Lightmaps, Shadowmaps)intermediate
  • Collaboration with programmers and artistsintermediate
  • Problem-solving in asset optimization and pipeline modificationsintermediate

Required Qualifications

  • Experience using LOD, ISM, Nanite, etc., in Unreal Engine (experience)
  • 3+ years of professional experience using node-based shaders (Material Editor) in UE or other game engines (experience)
  • Participation in photorealistic projects (experience)
  • Basic knowledge of PBR rendering and Look Development (LookDev) (experience)
  • Fundamental understanding of lighting models and computer graphics concepts, including Forward Rendering, Deferred Rendering, Translucent Rendering, G-buffer, BRDF, etc. (experience)
  • Basic knowledge related to lighting, such as GI, Lightmaps, and Shadowmaps (experience)

Preferred Qualifications

  • Experience creating 3D art assets in one or more of the following areas: characters, environments, or visual effects (portfolio required) (experience)
  • Experience using Houdini (experience)
  • Experience using Substance Designer (experience)
  • Experience with 3D scanning (experience)
  • Experience using DSLR cameras and drones for photography (experience)

Responsibilities

  • Defining and optimizing performance-related specifications for art assets
  • Managing resource consumption of lighting, effects, material shaders, meshes, post-processes, and animations, prioritizing visual elements that most enhance screen quality within a limited rendering budget
  • Proactively implementing art assets into the engine early, identifying issues as soon as possible. If an asset fails to meet production specifications, provide feedback to the art team. If the specifications themselves are problematic, revise them. When modifications to the UE rendering pipeline are needed, collaborate with graphics programmers to solve issues
  • Creating photorealistic shaders and controlling the final rendering expression related to shaders
  • Fine-tuning key rendering elements such as lighting, shadows, effects, and post-processing to optimize the final visual output and performance (optional)
  • Defining clear asset production requirements by working backward from final visual goals, and proposing a streamlined and logical art production pipeline (optional)

Benefits

  • general: Work locations in Osaka (JR Osaka Station JP TOWER OSAKA) or Tokyo (Toranomon Hills Business Tower), based on preference
  • general: Competitive salary (negotiable, with raises and bonuses); includes fixed overtime pay (35 hours/month for general employees, 10 hours for managers)
  • general: Work hours: 09:30 ~ 18:30 with 60-minute break; flexible time system
  • general: Complete weekly holidays (Saturdays, Sundays, national holidays)
  • general: Paid vacation: prorated in first year based on entry month, up to 22 days; year-end/New Year holidays (Dec 30 ~ Jan 3); sick leave (12 days/year, separate from paid vacation)
  • general: Various insurances: Health, employment, workers' compensation, pension, group term life (GTL), business accident insurance (GPA), group long-term disability (GLTD), overseas travel insurance
  • general: Allowances: Commuting (up to 50,000 yen/month), communication (up to 10,000 yen/month), self-development (up to 20,000 yen/month), meal subsidy (1,800 yen/day for weekday office attendance), annual health check (up to 75,000 yen/year)
  • general: Support programs: Free drink corner, gift cards (20,000 yen twice a year for Obon and New Year), Employee Assistance Program (EAP), condolence payments, long-service awards/vacation

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Tencent logo

レンダリングテクニカルアーティスト|Rendering Technical Artist

Tencent

レンダリングテクニカルアーティスト|Rendering Technical Artist

Tencent logo

Tencent

full-time

Posted: December 9, 2025

Number of Vacancies: 1

Job Description

レンダリングテクニカルアーティスト|Rendering Technical Artist

📋 Job Overview

LightSpeed Japan Studio, led by Hideaki Itsuno, is a game development studio creating original AAA action games for global audiences, with offices in Tokyo and Osaka. As a Rendering Technical Artist, you will collaborate with graphics programmers and artists to optimize visual quality and performance within resource constraints using Unreal Engine. The role focuses on shader development, asset optimization, and ensuring photorealistic rendering while pushing the boundaries of game visuals.

📍 Location: Osaka, Japan

🏢 Business Unit: IEG

📄 Full Description

チーム紹介/About the Hiring Team
ライトスピード・ジャパンは、世界中のオーディエンス向けにオリジナルのAAA級アクションゲームタイトルの制作に特化しているゲーム開発スタジオです。著名なゲームディレクターとして知られる伊津野英昭(いつの ひであき)が率いる当スタジオは、東京と大阪の2つの拠点で活動しています。
柔軟で包括的な職場環境を提供し、ゲーム制作の限界を押し広げる才能と情熱にあふれるゲームクリエイターの参加を非常に歓迎しています。
LightSpeed Japan Studio is a game development studio dedicated to crafting original AAA action game titles for global audiences. Led by industry veteran Hideaki Itsuno, the studio operates across two locations in Tokyo and Osaka.
The studio offers a flexible and inclusive work environment and actively welcomes game creators who are full of talent and passion for pushing the boundaries of game development.

仕事内容/What the Role Entails
仕事内容
グラフィックスプログラマーやアーティストと積極的に連携し、最終的な画面表現とパフォーマンスのバランスを取りながら、限られたリソースの中で最高のビジュアル品質を実現することを担当します。
主な業務内容は以下の通りです:
 
①アートアセットにおけるパフォーマンス関連の仕様策定および最適化方針の立案
②ライティング、エフェクト、マテリアルシェーダー、メッシュ、ポストプロセス、アニメーションなどの各要素が消費するリソースを管理し、限られた描画コストを最も画面品質の向上に寄与する部分に集中させる
③アートアセットの早期エンジン実装を積極的に推進し、早期に問題を洗い出す。アセットが制作仕様を満たしていない場合はアートチームにフィードバックし、仕様自体に問題がある場合は修正、UEの描画パイプライン自体に手を加える必要がある場合はグラフィックスプログラマーと連携して解決を図る
④フォトリアルシェーダーの作成およびシェーダー関わる部分の最終的なレンダリング表現の制御
⑤ライティング、シャドウ、エフェクト、ポストプロセスなど、画面最終表現と重さに関わる要素の最終調整(※オプション)
⑥最終的な画面目標から逆算し、それを実現するために必要なアート素材の制作条件を明確化し、合理的なアート制作フローの提案(※オプション)

Job Description
As a Rendering Technical Artist, you will work closely with graphics programmers and artists to achieve the highest visual quality possible within limited resources, balancing final visual expression and performance.
Key responsibilities include:
1. Defining and optimizing performance-related specifications for art assets.
2. Managing resource consumption of lighting, effects, material shaders, meshes, post-processes, and animations, prioritizing visual elements that most enhance screen quality within a limited rendering budget.
3. Proactively implementing art assets into the engine early, identifying issues as soon as possible. If an asset fails to meet production specifications, you will provide feedback to the art team. If the specifications themselves are problematic, you will revise them. When modifications to the UE rendering pipeline are needed, you will collaborate with graphics programmers to solve issues.
4. Creating photorealistic shaders and controlling the final rendering expression related to shaders.
5. Fine-tuning key rendering elements such as lighting, shadows, effects, and post-processing to optimize the final visual output and performance (optional).
6. Defining clear asset production requirements by working backward from final visual goals, and proposing a streamlined and logical art production pipeline (optional).

応募資格/Who We Look For
応募条件
必須スキル:
・Unreal EngineにおけるLOD/ISM/Naniteなどの使用経験
・UEまたは他のゲームエンジンでのノードベースシェーダー
 (Material Editor)を使用した3年以上の実務経験
・フォトリアルプロジェクトの参加経験
・PBRレンダリングおよびLookDevに関する基礎知識
・Lighting ModelおよびComputerGraphicの基礎知識(Forward Rendering、Deferred Rendering、Translucent Rendering、G-buffer、BRDF等)
GI/Lightmap/Shadowmapなど、ライティング関連の基礎知識
歓迎スキル(オプション):
・3Dキャラクター/3D背景/3Dエフェクトいずれかのアートアセット制作経験(ポートフォリオ必須)
・Houdiniの使用経験
・Substance Designerの使用経験
・3Dスキャンに関する経験
・一眼レフカメラおよび撮影用ドローンの使用経験

Job Requirements
Required Skills:
Experience using LOD, ISM, Nanite, etc., in Unreal Engine
3+ years of professional experience using node-based shaders (Material Editor) in UE or other game engines
Participation in photorealistic projects
Basic knowledge of PBR rendering and Look Development (LookDev)
Fundamental understanding of lighting models and computer graphics concepts, including Forward Rendering, Deferred Rendering, Translucent Rendering, G-buffer, BRDF, etc.
Basic knowledge related to lighting, such as GI, Lightmaps, and Shadowmaps
Preferred Skills (Optional):
Experience creating 3D art assets in one or more of the following areas: characters, environments, or visual effects (portfolio required)
Experience using Houdini
Experience using Substance Designer
Experience with 3D scanning
Experience using DSLR cameras and drones for photography

一緒に働く魅力/Why Join Us?
勤務地
大阪(JR大阪駅JP TOWER OSAKA)、東京(虎ノ門ヒルズビジネスタワー)※希望に添います
賃金
年収額:応相談(昇給/賞与あり)
※経験・スキル等を考慮し、当社規定により優遇します。
※一般社員の場合、固定残業代月35時間分が含まれます。
管理職の場合、固定残業代10時間分が含まれます。
労働時間・休日
就業時間 09:30 ~ 18:30  休憩時間 60分
フレックスタイムあり
完全週休2日制(土日・祝日)
有給休暇:入社初年度は、入社月により期間按分付与。在籍年数踏まえて最大22日
年末年始休暇(12/30~1/3)
病気休暇(有給):12日/年(有給休暇とは別途付与)
福利厚生
<各種保険>
健康保険 、雇用保険、 労災保険、 厚生年金保険、 総合福祉団体定期保険(GTL)
業務災害安心総合保険(GPA)、団体長期障害所得補償保険(GLTD)
海外旅行保険
<各種手当>
通勤手当(上限5万円/月) 、通信手当(上限1万円/月)、 自己啓発手当(上限2万円/月)、 平日に出社した場合食事補助1800円/日、定期健診手当(上限7万5千円/年1回)
<支援制度・その他待遇>
フリードリンクコーナー 、ギフトカード(お盆、正月の2回支給、2万円/1回)
従業員支援プログラム(EAP) 、慶弔見舞金 、永年勤続賞/休暇
この求人広告に記載されているポリシー(給与、福利厚生、労働条件などを含むがこれに限らない)は、会社のリアルタイムポリシーに応じて調整される可能性があります。

平等な雇用機会を重視するテンセント/Equal Employment Opportunity at Tencent
テンセントは、雇用機会の均等を最重要視しています。私たちは、多様性がイノベーションを促進し、ユーザーやコミュニティに対してより良いサービスを提供する原動力になると確信しています。
社員一人ひとりが十分なサポートを受け、自身の目標と会社の目標を共に達成できるよう、モチベーションを高められる環境づくりを大切にしています。
As an equal opportunity employer, we firmly believe that diverse voices fuel our innovation and allow us to better serve our users and the community. We foster an environment where every employee of Tencent feels supported and inspired to achieve individual and common goals.
Work Location: Japan-Osaka | Japan-Tokyo-Business Tower

🎯 Key Responsibilities

  • Defining and optimizing performance-related specifications for art assets
  • Managing resource consumption of lighting, effects, material shaders, meshes, post-processes, and animations, prioritizing visual elements that most enhance screen quality within a limited rendering budget
  • Proactively implementing art assets into the engine early, identifying issues as soon as possible. If an asset fails to meet production specifications, provide feedback to the art team. If the specifications themselves are problematic, revise them. When modifications to the UE rendering pipeline are needed, collaborate with graphics programmers to solve issues
  • Creating photorealistic shaders and controlling the final rendering expression related to shaders
  • Fine-tuning key rendering elements such as lighting, shadows, effects, and post-processing to optimize the final visual output and performance (optional)
  • Defining clear asset production requirements by working backward from final visual goals, and proposing a streamlined and logical art production pipeline (optional)

✅ Required Qualifications

  • Experience using LOD, ISM, Nanite, etc., in Unreal Engine
  • 3+ years of professional experience using node-based shaders (Material Editor) in UE or other game engines
  • Participation in photorealistic projects
  • Basic knowledge of PBR rendering and Look Development (LookDev)
  • Fundamental understanding of lighting models and computer graphics concepts, including Forward Rendering, Deferred Rendering, Translucent Rendering, G-buffer, BRDF, etc.
  • Basic knowledge related to lighting, such as GI, Lightmaps, and Shadowmaps

⭐ Preferred Qualifications

  • Experience creating 3D art assets in one or more of the following areas: characters, environments, or visual effects (portfolio required)
  • Experience using Houdini
  • Experience using Substance Designer
  • Experience with 3D scanning
  • Experience using DSLR cameras and drones for photography

🛠️ Required Skills

  • Unreal Engine proficiency with LOD, ISM, Nanite
  • Node-based shader experience (Material Editor) in UE or similar engines
  • Photorealistic project involvement
  • PBR rendering and LookDev knowledge
  • Computer graphics fundamentals (rendering types, G-buffer, BRDF)
  • Lighting knowledge (GI, Lightmaps, Shadowmaps)
  • Collaboration with programmers and artists
  • Problem-solving in asset optimization and pipeline modifications

🎁 Benefits

  • Work locations in Osaka (JR Osaka Station JP TOWER OSAKA) or Tokyo (Toranomon Hills Business Tower), based on preference
  • Competitive salary (negotiable, with raises and bonuses); includes fixed overtime pay (35 hours/month for general employees, 10 hours for managers)
  • Work hours: 09:30 ~ 18:30 with 60-minute break; flexible time system
  • Complete weekly holidays (Saturdays, Sundays, national holidays)
  • Paid vacation: prorated in first year based on entry month, up to 22 days; year-end/New Year holidays (Dec 30 ~ Jan 3); sick leave (12 days/year, separate from paid vacation)
  • Various insurances: Health, employment, workers' compensation, pension, group term life (GTL), business accident insurance (GPA), group long-term disability (GLTD), overseas travel insurance
  • Allowances: Commuting (up to 50,000 yen/month), communication (up to 10,000 yen/month), self-development (up to 20,000 yen/month), meal subsidy (1,800 yen/day for weekday office attendance), annual health check (up to 75,000 yen/year)
  • Support programs: Free drink corner, gift cards (20,000 yen twice a year for Obon and New Year), Employee Assistance Program (EAP), condolence payments, long-service awards/vacation

Locations

  • Osaka, Japan

Salary

Estimated Salary Rangemedium confidence

8,000,000 - 15,000,000 JPY / yearly

Source: ai estimated

* This is an estimated range based on market data and may vary based on experience and qualifications.

Skills Required

  • Unreal Engine proficiency with LOD, ISM, Naniteintermediate
  • Node-based shader experience (Material Editor) in UE or similar enginesintermediate
  • Photorealistic project involvementintermediate
  • PBR rendering and LookDev knowledgeintermediate
  • Computer graphics fundamentals (rendering types, G-buffer, BRDF)intermediate
  • Lighting knowledge (GI, Lightmaps, Shadowmaps)intermediate
  • Collaboration with programmers and artistsintermediate
  • Problem-solving in asset optimization and pipeline modificationsintermediate

Required Qualifications

  • Experience using LOD, ISM, Nanite, etc., in Unreal Engine (experience)
  • 3+ years of professional experience using node-based shaders (Material Editor) in UE or other game engines (experience)
  • Participation in photorealistic projects (experience)
  • Basic knowledge of PBR rendering and Look Development (LookDev) (experience)
  • Fundamental understanding of lighting models and computer graphics concepts, including Forward Rendering, Deferred Rendering, Translucent Rendering, G-buffer, BRDF, etc. (experience)
  • Basic knowledge related to lighting, such as GI, Lightmaps, and Shadowmaps (experience)

Preferred Qualifications

  • Experience creating 3D art assets in one or more of the following areas: characters, environments, or visual effects (portfolio required) (experience)
  • Experience using Houdini (experience)
  • Experience using Substance Designer (experience)
  • Experience with 3D scanning (experience)
  • Experience using DSLR cameras and drones for photography (experience)

Responsibilities

  • Defining and optimizing performance-related specifications for art assets
  • Managing resource consumption of lighting, effects, material shaders, meshes, post-processes, and animations, prioritizing visual elements that most enhance screen quality within a limited rendering budget
  • Proactively implementing art assets into the engine early, identifying issues as soon as possible. If an asset fails to meet production specifications, provide feedback to the art team. If the specifications themselves are problematic, revise them. When modifications to the UE rendering pipeline are needed, collaborate with graphics programmers to solve issues
  • Creating photorealistic shaders and controlling the final rendering expression related to shaders
  • Fine-tuning key rendering elements such as lighting, shadows, effects, and post-processing to optimize the final visual output and performance (optional)
  • Defining clear asset production requirements by working backward from final visual goals, and proposing a streamlined and logical art production pipeline (optional)

Benefits

  • general: Work locations in Osaka (JR Osaka Station JP TOWER OSAKA) or Tokyo (Toranomon Hills Business Tower), based on preference
  • general: Competitive salary (negotiable, with raises and bonuses); includes fixed overtime pay (35 hours/month for general employees, 10 hours for managers)
  • general: Work hours: 09:30 ~ 18:30 with 60-minute break; flexible time system
  • general: Complete weekly holidays (Saturdays, Sundays, national holidays)
  • general: Paid vacation: prorated in first year based on entry month, up to 22 days; year-end/New Year holidays (Dec 30 ~ Jan 3); sick leave (12 days/year, separate from paid vacation)
  • general: Various insurances: Health, employment, workers' compensation, pension, group term life (GTL), business accident insurance (GPA), group long-term disability (GLTD), overseas travel insurance
  • general: Allowances: Commuting (up to 50,000 yen/month), communication (up to 10,000 yen/month), self-development (up to 20,000 yen/month), meal subsidy (1,800 yen/day for weekday office attendance), annual health check (up to 75,000 yen/year)
  • general: Support programs: Free drink corner, gift cards (20,000 yen twice a year for Obon and New Year), Employee Assistance Program (EAP), condolence payments, long-service awards/vacation

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