Senior / Staff Technical Artist – Materials, Lighting & Procedural Environments
General MotorsAbout the role
Job Description
We believe in improving people’s lives by making transportation safer, more accessible, and more convenient. We’re building advanced software and simulation technology to power autonomous vehicles that safely connect people to the places, things, and experiences they care about.
We seek and embrace diversity in all of its forms. We continuously push ourselves to think differently and take ownership wherever it's needed. This is a place for dreamers and doers to succeed. If you share our passion for achieving what some say is impossible, join us.
The Role
We’re looking for a Senior / Staff Technical Artist who sits at the intersection of materials, lighting, and procedural environment generation. You’ll define practical workflows and tools that let artists author high‑quality, performant content, and you’ll partner with rendering, ML, and perception teams to make sure it behaves as expected in our AV stack.
What You'll Do
Material & shading pipeline
Design and maintain a physically‑based material pipeline for our simulation engines (e.g., MDL, shader graphs, or equivalent).
Author and calibrate high‑quality shaders and materials that respond correctly under a wide range of lighting conditions and camera models.
Standardize material libraries, authoring conventions, and validation workflows to keep content consistent and performant.
Lighting & rendering
Define best practices for environment and hero lighting in simulation scenes, including sky/atmospherics, time‑of‑day setups, and camera‑accurate exposure.
Build in‑engine lighting tools and evaluation scenes to help artists quickly assess quality, realism, and performance.
Partner with rendering engineers to profile lighting and shading, and to ship optimizations that reduce cost without sacrificing critical visual cues.
Procedural environment generation & placement
Build procedural systems to populate large‑scale environments with buildings, vegetation, traffic control devices, road debris, and other set dressing.
Develop procedural tools and workflows for generating layouts (streets, landscaping, prop distributions) that respect design, performance, and simulation constraints.
Collaborate with worldbuilding and content teams to encode art direction and AV testing needs into controllable procedural parameters.
Cross-functional collaboration
Partner with Simulation, ML, and Perception teams to understand what “realism” means from a sensor and model‑performance perspective, and tune your work accordingly.
Document standards, share best practices, and mentor other artists and technical artists on shading, lighting, and procedural workflows.
Your Skills & Abilities
Experience
5+ years (Senior) or 8+ years (Staff) experience as a Technical Artist, Technical Director, or similar hybrid role in games, VFX, animation, or simulation.
A strong reel or portfolio demonstrating materials/shading, lighting, and procedural environment work, with clear notes on your personal contribution.
Materials & lighting
Deep understanding of physically‑based rendering (PBR), BRDFs, texture workflows, and how to author materials that hold up under varied lighting and exposure.
Production experience building or maintaining lighting pipelines in a real‑time or near‑real‑time engine (Unreal, Unity, proprietary, etc.), including performance profiling and optimization.
Familiarity with authoring shaders in MDL, HLSL/GLSL, shader graphs, or similar systems.
Procedural workflows
3+ years working with Houdini or equivalent procedural tools to generate environments, layouts, or set dressing at scale.
Solid 3D math fundamentals and comfort expressing them in node graphs and code (e.g., for scattering, LOD rules, masking, and terrain‑aware placement).
Tools & engineering skills
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