The ideal candidate will have a strong background in developing engaging open-world or battle royale experiences, specifically in the context of Rust-like survival games on console or PC. You will be responsible for designing, implementing, and iterating on core gameplay features, level layouts, and mission structures that enhance player immersion and retention.
Job listings
As a Senior Technical Artist, you'll be part of a high performing team, creating content for Unreal Engine. You will have a collaborative approach to building the tech art for this project, and be the glue amongst a group of Artists and Engineers as they push towards their project goals. You will help artists with hookup support, tool creation and best practices.
In this role, you'll drive the creation and improvement of core gameplay and technical systems and tools highly tuned for the level of rich feedback and player immersion that helped define our games. Responsibilities include crafting technical systems that enable gameplay, creating fluid user interactions with rich feedback, and improving the creative pipeline.
Drive the development of narrative-driven content in UE5 as the Lead Mission Designer. Maintain mission script quality while balancing technical and performance constraints. Manage a team of Mission Designers and review their work and work with cross-discipline teams to craft engaging scenarios, events and missions. Mentor and manage team members through 1:1s, career development, performance reviews, goal setting, and hiring.
Turtle Rock is seeking a technically driven Lead Designer to build modular activity events that power our Mission Design team. This individual will own the vision and implementation of dynamic, replayable mission systems that form the backbone of our game. You’ll guide a team in creating a robust sandbox of emergent gameplay and collaborating across disciplines to deliver memorable, player-driven experiences.
Shape the world and technical foundations of our game in the Lead Technical Artist role. This role builds and supports workflows for world generation, including procedural nature, landmarks, resources and island generation while also guiding lighting and technical pipelines across the project.