Technical Artist - AREA 35
AREA 35, Inc. is a Tokyo-based game development studio working primarily with Unreal Engine on console and PC titles. We are seeking a Technical Artist with a strong focus on PBR materials, texture workflows, and shader development for real-time games to support our ongoing and upcoming productions, including the latest entry in the
TINY METAL
series, TINY METAL 2.
This role focuses on the intersection of art, rendering technology, and production pipelines. As a Technical Artist, you will help define, implement, and maintain material and shader workflows that support high-quality visuals while remaining performant and scalable. You will work closely with environment and character artists, engineers, and producers to ensure that artistic intent is realized within the technical constraints of real-time game development.
This position is on-site at our Tokyo office. Applicants currently residing overseas will be considered but must be prepared to relocate to Japan.
Responsibilities:
- Develop and maintain PBR material and texture pipelines for Unreal Engine–based game projects
- Create, optimize, and manage master materials, material functions, and shader systems
- Support artists in authoring textures and materials that meet visual, performance, and platform requirements
- Identify and resolve rendering, shading, and material-related technical issues
- Establish best practices for texture formats, shader complexity, and material usage
- Collaborate with engineers to integrate rendering features and technical solutions into production
- Act as a bridge between art and engineering, clearly communicating technical constraints and solutions
- Assist in documenting workflows, standards, and pipeline guidelines
- Research and introduce new techniques or tools to improve material and shader workflows
Requirements:
- Currently residing in Japan, or eligible for Japanese visa sponsorship (Bachelor's degree or 10+ years of verifiable professional experience, required for immigration)
- 2+ years of professional experience as a Technical Artist, or equivalent experience in game or real-time production
- Strong understanding of PBR theory and real-time material workflows
- Hands-on experience creating and optimizing shaders and materials in Unreal Engine
- Experience with texture authoring tools such as Substance Painter and related workflows
- Familiarity with Blueprint scripting in Unreal Engine
- Working knowledge of industry-standard DCC tools such as Maya, Blender, and ZBrush
- Ability to communicate clearly with artists, engineers, and production staff
- Experience producing clear, practical technical documentation
Pluses:
- Experience on at least one shipped game title
- Advanced shader optimization and debugging experience
- Experience targeting console or performance-constrained platforms
- Understanding of real-time lighting and rendering techniques
- Experience with Houdini or procedural content workflows
- Programming experience in C++ and/or Python
- Business-level Japanese and English communication skills
- High degree of self-motivation and initiative
Remuneration & Work Conditions:
- Competitive base salary
- Twice yearly bonuses
- National Health Insurance and Pension support (社会保険) in Japan
- Japanese VISA sponsorship for foreign applicants
- Working hours under Japan's Discretionary Labor System
- No regular overtime
- Paid holidays plus public holidays
- Paid commute while residing in Japan (by public transport)
Interested candidates should apply through LinkedIn or email
with their resume or CV, along with any relevant work samples or documentation of qualifications. During the interview process, applicants may be asked to submit sample materials via cloud storage. Applicants are responsible for ensuring that submitted materials do not violate NDAs or copyright agreements.
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