Confirmed on the employer's own hiring board on Sep 24, 2026. First seen by Alion on Sep 24, 2026.
Avalanche Studios is looking for a talented Senior Technical Artist to join a top-tier, experienced team and help craft cutting-edge AAA open-world games.
As a Senior Technical Artist at Avalanche, you will play a critical role in pushing our proprietary technology to its limits. We are looking for an industry veteran who thrives on autonomy and can focus on performance, visual fidelity, and pipeline efficiency. Once you are familiar with our internal engine and tools, you will identify bottlenecks, optimize game content, and support artist workflows through tooling and scripting.
If you love solving complex technical challenges, profiling and optimizing, and redefining what is visually possible, this is the playground for you.
What you'll do
- Take ownership of the game’s overall performance area, driving performance analysis and optimization across the project.
- Tune visual quality and performance to find the right balance for the target platform.
- Define, establish, and communicate performance budgets across relevant areas of the game.
- Develop and/or request tools to support performance tracking, profiling, and analysis.
- Work with telemetry data to identify performance trends, bottlenecks, and areas for improvement.
- Regularly profile, analyze, and investigate in-game performance on the target platform.
- Collaborate closely with Rendering and Systems teams to achieve the best possible balance between performance and visual quality on the platform.
Who you are
- Several years of professional experience as a Technical Artist within the games industry.
- Proven experience identifying bottlenecks, debugging, profiling, and optimizing game content for CPU, GPU, and memory.
- Deep understanding of game engine pipelines and graphics/rendering principles.
- Strong in scripting with Python and comfortable reading and navigating C++ codebases.
- Familiar with HLSL (or a similar shading language) and have an interest in shader development.

