Principal Technical Artist Jobs
Principal Technical Artist jobs are open across game development, film and television, virtual reality, and interactive media, from mid-level to staff and principal, with specializations in rigging, pipeline development, and real-time graphics optimization. Scan the live roles below and apply to whichever ones fit.
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Ghost Story Games is a self-publishing game development studio founded by Ken Levine (Creative Director of System Shock 2, Bioshock, and Bioshock Infinite) and former Irrational Games developers. The studio's mission is to create narrative-driven experiences rooted in immersive world building and gameplay.
The Challenge
For the remote Principal Lighting Artist role, you should have extensive experience in real-time lighting in Unreal Engine 4, including particular emphasis on in-game environmental and character lighting and a deep experience set in post-process tuning, color grading, and balancing an end-to-end HDR pipeline across a broader lighting team.
As a Principal Lighting Artist, you will work closely with Creative and Art Direction, Design, and Tech as a key driver in maintaining the technical and aesthetic bar for lighting in Judas and ensuring a gameplay experience that is both beautiful and cohesive from start to end. For the unique visual identity of Judas, this also includes executing on a unique, dramatic stylization to lighting of the world, while retaining rich credibility and consistency through an expert understanding of a 'physically plausible' balance of lighting exposure, illumination and emissive intensities.
What You'll Take On:
- Play a key role in pushing the visual and technical quality bar for lighting and helping troubleshoot any scalability and quality in execution across a broader lighting team.
- Where needed, help diagnosis and prove out targeted refinements to the technical pipeline and custom tool set for lighting on Judas, including proactive and collaborative engagement with Art Leadership, Tools and Graphics Engineering, Tech art to identify areas for quality, efficiency, or performance gains.
- As a Principal Lighting Artist, you are expected to help uphold the highest standards of aesthetic and technical quality of your own work, and leverage your expertise to identify opportunities for both visual and technical quality improvements across the project and effectively pitch to project leadership
What You Bring:
- Established experience in the game industry as a Senior to Principal Lighting Artist, preferably on larger, complex productions
- Extensive experience in lighting for real-time gameplay. You should be adept at not only crafting stunning scenes, but also leverage a deep understanding of the gameplay experience to create lighting compositions that effectively lead the player's eye through traversal and combat gameplay, and communicate deliberate emotions in tune with the story
- Expert eye for value, color, composition and crafting deliberate visual hierarchy reads (focus direction, small-medium-large shape balance, '80/20 rule')
- Proficient art and technical experience within Unreal (Unreal 4 preferred) and technical experience in balancing game-spanning illumination and emissive standards for adaptive-exposure and HDR
- Familiarity with performance evaluation and optimization and experience working with Engineering and Tech Art to maintain best practice examples for the broader lighting team
Who You Are:
- Proactive problem solver that enjoys cross-department collaboration, asks engaging questions, and can thoughtfully pitch both creative and visual ideas, as well as technical and process improvements to benefit the quality and efficiency of the project
- For the Principal role, we are especially looking for individuals with experience and mindfulness towards both individual and team efficiency, and proven ability to work on more challenging cross-functional tasks with a very high degree of ambiguity and autonomy
- As a Principal Lighting Artist, you are expected to serve as a significantly positive force multiplier across the team, both sharing your expertise to mentor other Lighting Artists and to help them solve problems, as well as representing a model for proactive, supportive collaboration across all other departments of the studio
Great to Have:
- Passion for deeply narrative driven games, particularly First Person Shooters.
- Additional traditional art, lighting, or cinematography background
- Experience working effectively and collaborative with a diverse mix of internal and distributed teams
The pay range for this position in Massachusetts at the start of employment is expected to be between $130,900 and $170,120 per Year. However, base pay offered is based on market location, and may vary further depending on individualized factors for job candidates, such as job-related knowledge, skills, experience, and other objective business considerations. Subject to those same considerations, the total compensation package for employees in regular roles may also include other elements, including a bonus and/or equity awards, in addition to a full range of medical, financial, and/or other benefits, provided that temporary or intern roles will not be eligible for many of these payments or benefits. Details of participation in compensation and benefit plans (if applicable) will be provided if an employee receives an offer of employment.If hired, employee will be in an ~at-will position~ and the company reserves the right to modify base salary (as well as any other discretionary payment or compensation or benefit program) at any time, including for reasons related to individual performance, company or individual department/team performance, and market factors.
When Applying For This Position:
Please watch the following GDC talk given by Ken Levine: http://www.gdcvault.com/play/1020434/Narrative
Please be aware that Ghost Story does not conduct job interviews or make job offers over third-party messaging apps such as Telegram, WhatsApp, or others. Ghost Story also does not engage in any financial exchanges during the recruitment or onboarding process, and the Ghost Story will never ask a candidate for their personal or financial information over an app or other unofficial chat channel. Any attempt to do so may be the result of a scam or phishing exercise. Ghost Story's in-house recruitment team will only contact individuals through their official Ghost Story email addresses (i.e., via a ghoststorygames.com email domain). If you need to report an issue or otherwise have questions, please contact Careers@ghoststorygames.com
As an equal opportunity employer, Ghost Story Games, LLC ("Ghost Story") is committed to fostering and celebrating the diverse thoughts, cultures, and backgrounds of its talent, partners, and communities throughout its organization. Consistent with this commitment, Ghost Story does not discriminate or retaliate against any employee or job applicant because of their race, color, religion, sex (including pregnancy, sexual orientation, and gender identity), national origin, age, disability, and genetic information (including family medical history), or on the basis of any other trait protected by applicable law. If you need to report a concern or have questions regarding Ghost Story's equal opportunity commitment, please contact Careers@ghoststorygames.com.
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Find JobsPrincipal Technical Artist Job Market
Who's Hiring


Top Industries Hiring
- Technology & Software
What Employers Look For
The qualifications that appear most often in principal technical artist jobs.
- Five or more years of technical art experience in a shipped production environment
- Deep proficiency in Unreal Engine or Unity, including custom editor tooling
- Strong scripting skills in Python, MEL, or C# for pipeline automation
- Experience with rigging, skinning, and character pipeline development
- Proficiency in Maya, Houdini, or Blender alongside real-time optimization workflows
- Demonstrated ability to mentor artists and lead cross-discipline technical initiatives
Tips for Your Principal Technical Artist Job Search
Tailor your portfolio for technical depth
Principal technical artist roles expect you to show pipeline tools, shader work, or rigging systems you built, not just finished art. Annotate each piece with the technical problem you solved and the production impact it had.
Highlight engine-specific pipeline contributions
Job listings at this level almost always specify Unreal or Unity. Call out the exact engine version and the internal tooling you shipped, since hiring managers distinguish candidates who built pipelines from those who only used them.
Apply early to roles that fit
Migrate Mate lists principal technical artist openings from across the United States in one place, so you can find roles that match and apply directly to each listing.
Target postings that list a tech art team lead
Listings that mention a director of technical art or a dedicated tech art team signal an established discipline, not a solo contractor role. Those studios invest in principal-level growth and are worth prioritizing in your search.
Prepare a live tool demo for interviews
Many principal technical artist interviews include a practical exercise or ask you to walk through a tool you built. Have a short, runnable demo ready that shows your scripting and editor integration work, not just slides describing it.
Negotiate scope alongside compensation
At the principal level, your ability to define the technical art roadmap is as important as salary. During offer conversations, ask explicitly about ownership over pipeline decisions and whether the role carries cross-team authority.
Principal Technical Artist Jobs: Frequently Asked Questions
How many principal technical artist jobs are remote?
About 40% of principal technical artist openings are fully remote or hybrid as of November 2026, with pipeline and tools-focused roles most likely to be listed as remote. Roles that require hands-on collaboration with art directors or mocap teams tend to stay on-site or hybrid.
How do you become a principal technical artist?
Start by building deep expertise in at least one production engine and a scripting language used for pipeline work. Ship tools that other artists rely on daily, then take ownership of a full pipeline system. Move into mentoring junior technical artists, contribute to production planning, and build a portfolio that shows both the tools you created and the production problems they solved.
Can you get hired as a principal technical artist without traditional experience?
Studios hiring at the principal level expect evidence of shipped work and cross-team impact, so a traditional résumé gap is hard to offset. The most effective path is contributing to open-source game tooling or releasing a publicly documented pipeline project that demonstrates the same problem-solving depth. Smaller studios and indie developers are more open to candidates whose portfolio shows strong tool authorship even without large-studio credits.
What does the principal technical artist interview process look like?
Most studios run a portfolio review first, where you walk the team through tools or systems you built and explain the production decisions behind them. A technical exercise or take-home prompt typically follows, covering scripting, shader work, or pipeline design. Final rounds include cross-discipline conversations with engineering and art leadership to assess how you communicate tradeoffs and set technical direction.
Where can I find and apply to principal technical artist jobs?
You can find and apply to principal technical artist jobs on Migrate Mate, which lists current openings from across the United States. Search the listings to find roles that match your engine experience and pipeline background, then apply directly to each one that fits.
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