The 3D Handbook
Topic

The technical artist

What technical artists do, as described by studio job ads, GDC Technical Artist Bootcamp speakers and shipped-game breakdowns; the skills the role asks for and how it varies.

productioncareersrolesshaderstools

A technical artist (TA) works where art meets engineering. Larian Studios' job advert puts the role in one line: "Act as interlocutor between the art and the programming team" (Hitmarker job listing: Technical Artist). In practice that means shaders, tools, pipelines and performance: the parts of game art that are as much about how something runs as how it looks.

The roles in 3D game production page gives a short working definition. This page looks at how studios and technical artists themselves describe the job.

#What the job involves

Jodie Azhar, Lead Technical Artist on Creative Assembly's Total War series, summed up her team's work before her GDC 2018 talk: "we solve a range of problems within tool development; art optimization; art asset generation" (gdconf.com: Speaker Q&A: Jodie Azhar advocates…). She adds that "The role of Technical Artists is all about problem solving" (gdconf.com: Speaker Q&A: Jodie Azhar advocates…).

Larian's advert for a technical artist in Barcelona breaks the same idea into duties (Hitmarker job listing: Technical Artist):

  • "Provide technical follow-up to the art team in regards to performance and guidelines."
  • "Design and develop new art pipeline tools with a strong focus on usability and efficiency."
  • "Design, implement and optimize shaders while meeting artistic and technical requirements."
  • Mentor junior team members.

Grouped by area, the work usually falls into four areas:

Area Typical tasks Handbook pages
Shaders and materials Master materials, layered materials, foliage and water shaders shaders for artists, master materials and instances, material layers and Substrate
Tools and automation Scripts and plugins that remove repetitive work procedural modeling, the game asset pipeline
Pipeline Import and export rules, naming, folder structure, validation naming conventions, export checklist, source control for artists
Performance Budgets, profiling, guidelines for artists performance and profiling, draw calls, overdraw
Tools and automation in practice. Part of Isaac Oster's Unreal Editor Utility Widget: this section calls the AnimToTexture plugin to bake each animation into textures, after earlier sections have created the static mesh and material instance. One button replaces a chain of manual steps. See vertex animation textures.Isaac Oster, via ArtStation

#Examples from shipped games

Technical art is often invisible in final screenshots, but breakdowns by environment artists show where it sits.

One of the Substance Designer templates Johns made so other artists could build and bake trims to the shared layout. The template, not any single asset, is the deliverable: it is how one person's pipeline work reaches a whole team.Matthew Trevelyan Johns, via ArtStation
One atlas recoloured through the seasons from a greyscale channel and Designer-made LUTs. The leaf shapes stay the same and only the colour lookup changes; making that lookup work in the engine was the technical artists' part.Théophile Lebeau, via ArtStation

At Santa Monica Studio, environment artist and level lead Sukru Gilman told 80 Level in 2016 that "our Tech Artists are creating custom tools from lighting, scripts and plugins" (80 Level: What Do Artists Do in Santa Monica Studio?).

#Skills studios ask for

Larian's advert asks for (Hitmarker job listing: Technical Artist):

  • "Experience in high-level coding languages (Python, C#, etc.) with an understanding of code architecture".
  • "An understanding of mathematics, including trigonometry and linear algebra".
  • Shader development "with a strong understanding of the Physically Based Rendering (PBR) pipeline". See physically based rendering.
  • A solid understanding of the content creation pipeline, from high and low-poly modeling to unwrapping.
  • Nice to have: HLSL, plus Maya, Houdini, Substance Designer and Painter.

The content-pipeline requirement means a TA is expected to understand the artists' own work as well as code.

#How the role has been defined at GDC

GDC's Technical Artist Bootcamp has run since at least 2011, and Azhar's 2018 talk was part of it (GameDev.net: Tech Artist Bootcamp and Interviews; gdconf.com: Speaker Q&A: Jodie Azhar advocates…; GDC Vault: Technical Artist Bootcamp). The 2011 edition was organised by Jeff Hanna of Volition with other technical artists, to educate "instructors, studio management and other technical artists about the role of TAs and the skills needed to be proficient in this field" (GameDev.net: Tech Artist Bootcamp and Interviews). Its talks give a sense of the range (GameDev.net: Tech Artist Bootcamp and Interviews):

  • Scott Goffman, "Making Tools Your Artists Will Use"
  • Rob Galanakis, "Ending The Culture War"
  • Adam Pletcher, "Tech Art and Databases"
  • Bronwen Grimes (Valve), "Shader Techniques in Portal 2"

Accompanying interviews add personal views. Ben Cloward (BioWare Austin) describes how a TA can solve large problems or automate complex tasks quickly through scripting, freeing time for creative work (GameDev.net: Tech Artist Bootcamp and Interviews). Craig Goodman (Insomniac Games) argues TAs must be "broadly educated, perpetually asking questions about the world and always learning" (GameDev.net: Tech Artist Bootcamp and Interviews).

Azhar's 2018 point is that the field grew from "the space between creative thinkers and technical thinkers", so teams often lacked "a shared vocabulary" or "a formal way of doing things" (gdconf.com: Speaker Q&A: Jodie Azhar advocates…).

#Common misconceptions

  • "A TA is a programmer who sits with the artists." Larian's advert asks for understanding of the modeling and unwrapping pipeline alongside code (Hitmarker job listing: Technical Artist).
  • "Every problem needs a tool." Azhar lists four reasons to improve a workflow: saving time, improving reliability, reducing the impact of change at critical times, and improving quality (gdconf.com: Speaker Q&A: Jodie Azhar advocates…). If none apply, leave the process alone.
  • "TAs only matter on big teams." On a small team someone still owns the material setup, the export rules and the frame budget, even without the title. See roles in 3D game production.

#Further reading and watching

References

  1. Larian Studios · Technical Artist (Barcelona) · Hitmarker job listing, 2026 · web · accessed 2026-10-21
  2. GDC · Speaker Q&A: Jodie Azhar advocates formalizing technical art processes · gdconf.com, 2018 · article · accessed 2026-10-21
  3. Matthew Trevelyan Johns · The Last of Us: Part I...Trim Pipeline · ArtStation, 2023 · article · accessed 2026-10-21
  4. Théophile Lebeau · Assassin's Creed Shadows: Foliage · ArtStation, 2024 · article · accessed 2026-10-21
  5. 80 Level · What Do Artists Do in Santa Monica Studio? · 80 Level, 2016 · article · accessed 2026-10-21
  6. Tech-Artists.org · Tech Artist Bootcamp and Interviews · GameDev.net, 2011 · article · accessed 2026-10-21
  7. GDC · Technical Artist Bootcamp (GDC Vault session listing) · GDC Vault · talk · accessed 2026-10-21

Also consulted

Last updated 2026-10-22