Tech Art Intern
Epic Games
About the Role
We are looking for a Technical Art Intern to join the Rocket League team. You will sit between our artists and engineers, building tools, authoring real-time materials, and profiling scenes to optimize game performance. You will have an impact on real work that ships into playable builds.
Key Responsibilities
- Build small pipeline tools and scripts (Python, UEFN/Verse, DCC scripting APIs) that automate repetitive steps for arena, vehicle, and cosmetics artists.
- Profile arenas and assets in engine, then help fix issues related to draw calls, overdraw, texture memory, LODs, and vertex budgets.
- Author and iterate on real-time materials and shaders for signature Rocket League surfaces.
- Take assets from Maya, Blender, or Substance through to an optimized, working setup in engine and validate them in a playable build.
- Work directly with technical artists, rendering engineers, and environment artists to unblock issues and document learnings.
- Show work in art reviews and playtests, take feedback, and iterate quickly.
Requirements & Tech Stack
- Currently enrolled in, or recently graduated from, a Technical Art, Computer Science, Digital Media, or Game Development program, or possess a strong portfolio.
- Scripting experience in Python, C#, or a DCC scripting API.
- Hands-on experience with at least one 3D package (Maya, 3ds Max, or Blender) and the Substance suite.
- Working knowledge of Unreal Engine.
- Solid real-time rendering fundamentals: understanding of how lighting, shading, UV layout, texture memory, and poly budgets affect performance.
- Genuine curiosity about performance and identifying performance bottlenecks.
- Clear, proactive communication skills.
- A portfolio or reel showing technical art work: tools, shaders, procedural systems, or optimization case studies.
Nice to have:
- Profiling tools (Unreal Insights, RenderDoc, PIX)
- HLSL
- Houdini
- Experience shipping to mobile or console.