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Junior Technical Artist

Job Title: Junior Technical Artist

Type: Full time

Who We Are: Disbelief is a game development studio focusing on contracting and consulting services. We’ve worked with both AAA and independent studios to help their projects ship. Notable projects we’ve worked on include Tiny Tina’s Wonderlands, Minecraft, Gears Tactics, Gears 5, and Spellbreak.

At Disbelief we value work-life balance, and want to create an alternative to the crunch-culture prevalent in game development. We also believe strongly in investing in our talent and our team. Disbelief is a place to puzzle out the solutions to cutting-edge problems for industry leading projects, but also a place where people can grow their careers and skills as valued members of a stable and close-knit team.

Description: Currently, we’re looking for a Junior Technical Artist. This opportunity is for a full-time position in Chicago, IL. Junior Technical Artists at Disbelief are as excited to learn as they are to teach and help others. They have a unique skill set that allows them to find and solve problems across disciplines, and bridge gaps between departments. With support and training from more senior members of the team, you will be expected to work in a variety of areas including modeling, materials, texturing, animation, FX, gameplay, UI, as well as building art tools to improve workflows.

We work with leading edge technologies to make them perform at the top of their capabilities, and we take pride in solving problems others can't. We believe a diverse team is a stronger team, and we encourage marginalized candidates to apply.

Key Responsibilities

Skills and Requirements

Location: Chicago, IL

Remote: Hybrid. Currently all of Disbelief is working remotely during the pandemic. Post-pandemic our plans are to return to a hybrid model where we still report into the office but often work from home. Some of our projects require access to physical infrastructure.

Visa Sponsorship: No. Disbelief does not offer visa sponsorship at the current time. We are an E-Verify employer.

Technologies: Our DCC tools vary depending on the project, but will typically involve a combination of 3ds Max, Maya, Substance, Photoshop. Our real-time work often requires knowledge of animation, physics, material and particle systems. Primarily we work with Unreal Engine, but we also work with Unity and custom game engines. Scripting in Python, Maxscript, Mel, Javascript, C# and Unreal blueprint is often required to solve pipeline and workflow problems.

Contact: Please submit resume and portfolio to jobs@disbelief.com