{"id":1163456,"url":"https://alion.io/job/supercell-senior-technical-artist-project-r-i-s-e","title":"Senior Technical Artist, Project R.I.S.E","company":{"id":52311,"name":"Supercell","domain":"supercell.com","url":"https://alion.io/company/supercell","size_band":"51-200","is_staffing_agency":false,"is_intermediary":false,"listed_via":null,"ats_vendor":"Ashby","truth_index":{"grade":"A","score":95,"open_postings":12,"ghost_share":0,"stale_share":0,"repost_share":0,"time_to_fill_p50_days":95,"computed_at":"2026-09-24T05:45:00Z"}},"role":"Games","role_family":"Games","seniority":"senior","employment_type":"full_time","work_mode":"on_site","remote_scope":null,"remote_scope_basis":null,"remote_working_hours":null,"hiring_geo_confidence":"structured","locations":["Shanghai, China"],"countries":["CN"],"hiring_countries":[],"hiring_countries_total":0,"salary":null,"salary_estimate":{"min_usd":26000,"max_usd":61000,"period":"year","method":"global_role_cell_scaled_by_country","sample_n":60},"experience_years_min":null,"visa_sponsorship":false,"relocation_package":false,"has_equity":false,"technologies":[{"name":"C++","optional":false},{"name":"HLSL","optional":false},{"name":"Houdini","optional":false},{"name":"Python","optional":false},{"name":"AI Agents","optional":true}],"status":"live","first_seen_at":"2026-09-24T01:03:08Z","employer_posted_date":"2026-09-24","last_verified_at":"2026-09-24T12:31:01Z","board_verified":true,"closed_at":null,"days_open":0,"trust":{"level":"ok","repost_count":null,"flags":[],"days_open":0},"description":"Great-looking games don't happen because someone drew something beautiful. They happen because someone figured out how to get that beautiful thing running at a stable framerate, on a phone, in a build the whole team can iterate on twenty times a day. That someone is you.\nWe're looking for a Technical Artist to own the space between art and engineering on one of our new projects in the Shanghai studio. You'll be the person artists come to when the thing in Substance doesn't look like the thing in the engine, and the person programmers come to when the frame budget is blown and nobody's sure whose fault it is. You'll shape the visual identity of the game as much as any artist does - just through shaders, tooling, and pipelines rather than pixels.\nThis is a small team with a lot of ownership. Nobody will hand you a spec.\nIf that sounds like your kind of problem, we'd love to hear from you！\nWhat You'll Be Doing\nOwn the shader and material library. Author the shaders that give the game its look, design a master-material architecture artists can actually work with, and keep permutation counts and shader complexity from quietly eating the frame\n\nBuild the tools artists live in. DCC scripts, engine editor extensions, one-click export, automated asset validation - every hour you save someone in Maya or the material editor goes back into the game, so treat tooling as a first-class deliverable, not a side project\n\nRaise the visual bar alongside the art team. Sit in look-dev with the art director, build the lighting and post-process templates that make the style reproducible, and close the gap between the concept on the wall and the thing running on device\n\nKeep art content within budget. Profile real builds on real phones, work out why the device is getting hot, and design the LOD and quality-tier systems that let the game scale from flagship to low-end without losing its identity\n\nPrototype the risky visual ideas. Before anyone commits to them, and be honest about which ones won't survive contact with the frame budget\n\nBe the interface to the engine team. Translate what artists want into renderer features programmers can scope, and translate what the renderer does into constraints artists can work with\n\nSet and hold the standards. Define how art content should be built, document it, onboard people onto the pipeline, and be the person who notices when things start slipping\n\nWhat You Have\n8+ years in games, a meaningful chunk of it on the technical side of art\n\nReal shader authoring skill - HLSL, Unreal's material graph, or both - and enough scripting (Python, Blueprint, or C++) to build your own tools rather than request them\n\nA working mental model of how a frame gets rendered, and of where Unreal's content pipeline hides its costs\n\nFluency across the DCC stack (Maya, Blender, Houdini, Substance, or your equivalents) and strong opinions about how they should connect to the engine\n\nThe instinct to profile before optimizing, and the patience to chase a regression to its actual cause\n\nComfort being the translation layer between two disciplines that don't always speak the same language - and the diplomacy that takes\n\nA self-starter approach to use AI: you've found ways to use it in your day-to-day work, you experiment, figure things out and bring the same energy to every new challenge\n\nBeing a great teammate - we believe making games is a team sport\n\nWould Be Nice if You Also Have\nAt least one shipped mobile title, and the scars to prove it - thermal throttling, bandwidth ceilings, memory budgets, the whole set\n\nA history of extending the Unreal editor when the existing workflow wasn't good enough\n\nHands-on experience with AI agents and AI-assisted workflows, especially pointed at content or tooling problems\n\nExperience across the full arc of a project, from grey-box prototype to live service, and a sense of what matters at each stage\n\nWhere You'll Be\nThis role is based in our Shanghai office. If you are not local, our relocation team would be excited to help you with your move to Shanghai,China. We provide comprehensive support not only for you, but also for your family!\n---\nThat's it about the role! Below, we've gathered some things we feel are important for you to know. Totally optional, but a highly recommended read. \nOnce you're ready to apply, just send us your application through the form on the bottom of the page. \n---\nAbout Supercell\nSupercell is a games company from Helsinki, Finland, with offices also in San Francisco, Seoul, Shanghai, and London. You might know us as the makers of Hay Day, Clash of Clans, Boom Beach, Clash Royale, Brawl Stars, and Squad Busters. Our mission is to create great games that as many people as possible play for years and that are remembered forever.\nSo, how do we make great games? By putting together the best teams and giving them the freedom and independence to succeed. And by taking risks, failing, sharing learnings, and killing lots of projects.\nThe Shanghai studio\n As Supercell’s first international game development studio, the Shanghai studio is one of the most exciting things happening in Supercell and a unique opportunity to join at a relatively early stage to help shape our path. Our vision is to be a world-class international studio, making new global hit games while leveraging the unique advantages of the game development scene in China and broader Asia.\nHey, you Might Love It Here!\nIndependent cells and trust are at the core of our culture. But it takes more than that to make great games. We take good care of our people, providing them with the compensation, work environment, and resources they need to succeed while having fun along the way.\nYou Are Not Your Job Title ™\n Here, you won’t need to focus on chasing titles or climbing ladders. Internally, our job titles don’t include prefixes like Senior, Junior, Principal, or Director. Recognition isn’t tied to your title, as it doesn't define the impact you can have around here.\nBenefits and Compensation\nLuring you in with glitter, glamour, and gems isn't what we're about. We want you to enjoy your time here fully, so we structure our compensation and benefits with that in mind. It starts with perceiving you as a human being, not a resource.\nRelocation? Yes!\nNo matter where you’re moving from, our dedicated mobility team and partners will support you throughout your move. We’ll ensure the process is as smooth as possible for you and anyone joining you - whether they’re family members of the human or animal kind!\nNot sure if you should apply?\nMany candidates with great skills and experience second-guess themselves. The bar is high, but if this role excites you, apply! We’re here to help you succeed. Also, we're happy to learn about any specific accommodations you may need to fully engage in our recruitment process.\nWishing you all the best,\nThe Supercell Recruitment team\nP.S. Here's a video about what we do. (Best enjoyed with salmiakki and rye bread)","description_format":"text","description_chars":6965,"description_truncated":false,"requirements":{"experience_years_min":null,"management_years_min":null,"team_size_min":null,"manages_managers":false,"education":null,"security_clearance":false,"languages":[]},"benefits":[],"hiring_locations":[],"hiring_excludes":[],"relocation_offered":true,"industries":["Game Development","Mobile Games"],"lifecycle":[{"event":"open","at":"2026-09-24T01:06:11Z"}],"liveness":{"score":90,"band":"hot","label":"Hiring now","p_open":1,"p_active":0.903,"p_room":1,"age_days":0,"expected_fill_days":95,"reasons":["conf:1","velocity","win:early"],"computed_at":"2026-09-24T05:45:00Z"},"pay":null,"html_url":"https://alion.io/job/supercell-senior-technical-artist-project-r-i-s-e","json_url":"https://alion.io/job/supercell-senior-technical-artist-project-r-i-s-e.json","meta":{"generated_at":"2026-09-24T14:46:06Z","cache_seconds":300,"methodology":"https://alion.io/methodology","terms":"https://alion.io/terms","contact":"https://alion.io/contact","api":"https://alion.io/developers"}}