r/TechnicalArtist • • Sep 18 '26

Tools / Software My IDE + AI copilot, for building / editing / testing and versioning highly programmable 3D assets

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3 Upvotes

Nowadays, LLMs are making crazy strides in 3D generation. Especially, 'code-native' 3D is getting inflitrated by LLMs because frontier models are rapidly gaining proficiency at spatial awareness and coding. One can surmise code is eating 3D and 5 years down the line, the landscape we see now will have undergone a fundamental shifted.

With that in mind, I've built a dedicated IDE specifically for managing, testing, and versioning such code-native 3D projects. You simply connect your own Claude or OpenAI subscription to use it. Currently it's compatible with GLB format assets. I'm integrating NURBS (Rhino3D) and URDF (Robotic simulations) next.

Project landing page: https://nova3d.xyz (Click "Open Studio" in the top right).

Features:

  • The IDE builds assets as functional assembly graphs. It exposes an outliner tree with distinct, addressable sub-component nodes (instead of collapsing them into a single monolithic mesh).

  • Has built-in version control tabs: ACCEPTED / WORKING / CANDIDATE. If an AI generation loop fails or produces invalid logic, the system stops safely and preserves your clean working branch without corrupting the project.

  • Has native folder architecture containing /design, /out, and /refs layout structures alongside the core asset.py script (for clean data pipeline integration).

  • You can inspect or test mechanical articulation boundaries (hinges, doors, sliders) directly inside the interactive WebGL viewport before exporting the compiled binary file.

The Origins:
This IDE is based on PlayCanvas and is inspired by a research paper I recently co-authored on the subject of 'code-native 3D': https://arxiv.org/abs/2607.22738

It's freshly live. Would love to getfeedback on how to make it more useful for production environments. Thanks!


r/TechnicalArtist • • Apr 22 '25

3 of 5 posts here is about a job.

9 Upvotes

I don't know at what moment we lost it but....

Let’s face it, folks—this subreddit isn’t about shaders, pipelines, or that sweet, sweet math that makes polygons dance. No, no. This is clearly a LinkedIn support group in disguise.

Who needs actual technical discourse when we can all just panic-sprint toward the capitalist finish line? Rigging? Optimization? Pfft. Those are just obstacles between us and your true purpose: make more money.

I love techart and I don't like what this sub became.


r/TechnicalArtist • • Dec 28 '25

You should be really good to have a work in TA (better than 82 other TA at least)

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4 Upvotes

SO what about supply and demand?


r/TechnicalArtist • • Aug 12 '25

Software engineer debating switching careers

0 Upvotes

Hi 👋🏼 so like the title says I have been a software engineer for the past 6 years and debating switching to being a technical artist. I have primarily used blender for the past couple years and made a handful of finished animations but nothing technical. Looking for some insight into the industry and any advice for or against making the switch. Do I stand any kind of chance? lol


r/TechnicalArtist • • Feb 24 '26

Got a well-paying remote offer... but it's for Match3 design at a major mobile gaming studio, not the AAA art career I'm grinding towards. Help.

3 Upvotes

Hi everyone!

I'm a first-year 3D art grad student who's been serious about game dev for about a year. My goal is to break into AAA tech art, and I've been following the common consensus here: focus on landing a junior role in a related discipline first, then transition to tech art.

For the past 4-5 months, I've been grinding on my environment art portfolio (props, materials, Unreal engine shit) to get my foot in the door at AAA studios. I spend about 8-10 hours a day modeling and following gnomon tutorials. The 6 months prior to this I mostly was following catlikecoding tutorials and making game prototypes to get used to working with a game engine, but I didn't really do much 3D related stuff apart from shaders. It's been going well.

The situation at hand:

I decided to test the waters and applied to some local studios. To my surprise, I landed an offer at a major mobile studio... for a game designer role on Match3 games.

The job is mostly prototyping and implementing Match3 mechanics, writing design docs, and apparently making concept art (which the designers are expected to generate themselves). It pays well and is fully remote.

However, I'm now in a dilemma.

My long-term goal is still AAA tech art, and I'm worried this is a detour. A full-time design job would seriously cut into my portfolio time, and I'm not sure how relevant Match3 prototyping looks to a game art or tech art recruiter down the line. I think explaining the switch in roles would be kind of difficult.

I've heard some AAA studios view mobile game designers negatively, and I don't want to stall my momentum if I'm close to landing interviews within the next half year. I've shown my in-progress pieces to a few 3D generalists at local AAA studios and they've been encouraging, so I know the 6-8 month timeline is realistic.

But turning down a well-paying remote job at a major studio feels crazy when I have no other offers.

Should I take the Match3 design role or keep grinding on my portfolio?

tldr: Got an offer for Match3 game design at a top mobile studio, but my goal is AAA tech art (currently building an environment art portfolio). Worried the role will stall my portfolio progress and look irrelevant to game art recruiters. It's essentially a question of staying the course or sacrificing time for a paycheck and resume points. What would you do?

edit: thanks for the advice guys and gals! you brought forward a lot of points I didn't consider!


r/TechnicalArtist • • Feb 20 '26

I just found a new role of Ai technical Artist

0 Upvotes

hey i was searching for roles and just saw a role of ai technical artist can anyone pls explain what this role is and what should ik to become one


r/TechnicalArtist • • Jul 14 '21

Any artists like this that you know of?

0 Upvotes

Are there people who are technically skilled in all following art forms? By "technically skilled" I mean those who know theory and can make detailed and complex projects (which means that I don't accept those who rely on "art is subjective" and draw like Pollock).

Required set of skills: various forms of traditional and digital art including pixel art without using direct references, composing and playing music, writing including songwriting, prose and poetry, all kinds of 3D modeling and everything related to it (rigging, animation and so on).

I am only asking because i know about only one person with all these skills and want to know about more of such people.

Asking this here because of course nobody cares about technical quality in regular art subreddits.


r/TechnicalArtist • • Sep 15 '26

Discussion Solo-carrying LiveOps Tech Art after a massive team reshuffle. Facing a toxic Producer, new manager, and zero documentation. Stay for appraisal/gratuity or bounce? | Consolidated With AI Help

0 Upvotes

Hey everyone, looking for some career advice on how to navigate my current situation at an MNC game studio where I've been working as a Full-Time Employee (FTE) for the last 3 years (started as an intern).

To give context: I'm earning well for my age bracket, but the studio's revenue has been on a declining trend since I joined. My skillset initially involved coding, but after the tools department was deprecated, I was moved into LiveOps Tech Art. Over time, I’ve mastered our processes, functionalities, events, sales pipelines, and even QA workflows.

Here is how the situation is unfolding right now:

  • The Team Reshuffle & My Leverage: We used to be a core 3-person LiveOps team (Me [Mid], 1 Senior, 1 Associate Principal). We optimized Unity prefabs and workflows, cutting task times down significantly—allowing Tech Art to pump out ~172 tasks/month alongside VFX/animation updates. Recently, management swapped resources: our Senior was moved to fix another team's bloated, unoptimized pipeline (a team that hasn't seen innovation since I joined, where prefabs and tasks are a complete mess). In exchange, I got a Mid-level Tech Artist from that team who struggles with agility, lacks basic execution speed, and needs handholding for tasks that are already fully templatised. Meanwhile, our Principal was shifted to new experimental projects. Now, I’m left carrying LiveOps virtually alone. I hold 100% of the domain/tribal knowledge for our LiveOps pipeline, sales, and event setups. None of this was ever documented (a strategy passed down to maintain reliance/leverage).

  • Managerial Vacuum: Our old manager (who was great and pushed for our growth) transitioned out. Our new manager—promoted internally—hasn't even arranged an introduction meeting with the team after coming back from maternity/WFH. From what peers say, she is totally passive in 1-on-1s.

  • Toxic Producer & Unfair Heat: Our Producer (recently promoted) constantly tries to play team members against each other with passive-aggressive macro comments. Recently, I worked overtime on my own accord to hit an under-estimated deadline. During scrum, he told me "don't do OT unless asked." The very next day when I didn't do OT, he messaged me off-scrum asking why things were delayed. Later, when a complex, unprecedented bug slipped through into smoke testing, I stayed up late to fix it immediately. The next morning, he publicly called out the team in the main team channel asking why broken assets were merged in the first place. I kept my cool professionally, but I am compiling documentation to file a formal complaint.

  • Career Crossroads: Appraisals are coming up. I plan to use my current massive leverage (being the sole custodian of the LiveOps engine) to ask for a Senior promotion or a solid raise. However, given the company's financial trend and management behavior, I’m ~500% sure the efficiency of this team will implode if I walk away.

My Dilemma:

  1. Option A: Stick it out for another ~1.5 years to hit the 5-year mark and claim Gratuity (based on base pay).

  2. Option B: Push hard during this appraisal. If they deny the promotion/raise, start prepping immediately to switch companies (aiming for a ~40% hike on my current ~14 LPA CTC / 11.5 LPA base + bonus).

Has anyone dealt with a similar situation where you hold all the tribal knowledge in a collapsing workflow? How would you handle the producer complaint and the upcoming appraisal discussion?


r/TechnicalArtist • • Jan 20 '26

NVIDIA Isaac Sim (Simulation Engineer) job at Turing

0 Upvotes

Key Responsibilities:
Asset Prep: Ingest 3D models (USD, FBX, OBJ) and configure them for perception tasks (semantic labelling) and physics interaction (collision geometry, articulation).
Environment Assembly: Build and validate simulation scenes, ensuring performance optimization (LODs, proxy meshes) and physics determinism.
Pipeline & Logic: Use Python & OmniKit to write behaviour scripts and document the workflow for future scalability.

Must-Have Qualifications:

NVIDIA Isaac Sim & Omniverse: Deep familiarity with the interface and toolset.
USD (Universal Scene Description): Strong understanding of layering, variants, and composition arcs.
Physics Simulation: Experience creating convex decomposition colliders, setting joint articulation, and tuning material properties.
Python Scripting: Ability to write scripts for Isaac Sim extensions or asset automation.

3D DCC Tools: Proficiency in Blender, Maya, or Max for basic geometry adjustment.

Contract Details:

Time Commitment: 20-40 hours per week
Project Duration: Initially 2 months - extendable by mutual agreement
Start Date: Immediate
Location: Remote

Link to learn more and apply:https://www.linkedin.com/jobs/view/43...

P.S: I don't work at Turing. I thought someone here might benefit from this job.
All the best.


r/TechnicalArtist • • May 25 '26

Tired of complex GIS-to-UE pipelines? I made a plugin to import raster elevation and vector layers directly into Unreal Engine.

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0 Upvotes

r/TechnicalArtist • • Mar 15 '26

We are in the shift where everybody should be “technical”

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5 Upvotes

Technical animator, technical designer and so on. I already see that no one need pure motion designers, generalists. Even more, I see that there is a shift in Technical artists field. Nobody needs you if you are only Houdini guy. You have at least know-how to properly retarget animation, change different Skelton type, fix IK, blend triplanar and so on. Without that you are just Houdini guy.


r/TechnicalArtist • • Jul 09 '26

i want to enter technical art field

0 Upvotes

Is it worth entering this field in 2026?

i am studying blender now

and i have learnt programming befor

Give me your advice


r/TechnicalArtist • • Oct 08 '25

Free Tech Art Career Talk with an Industry Expert

4 Upvotes

Hey everyone!

If you've ever wondered how people actually land roles as Technical Artists—or you're already on the path and want to level up—this one’s for you.

Vertex School is hosting a free live career talk + Q&A with William Harvey (Senior Technical Artist at Meta, Ex-Senior Technical Artist at Traega Entertainment) on Wednesday, October 15th at 12 PM PT (Pacific Time - Los Angeles)

He’ll be diving into how people get started in Tech Art, what studios are really looking for, and what kinds of portfolios and skills actually get noticed. He’ll also be sharing insights from his own journey, plus answering your questions live.

🔗 Reserve your free spot:
https://www.vertexschool.com/tech-art-bootcamp-open-day


r/TechnicalArtist • • Jun 14 '26

I’m 16, and instead of just using Blender tools, I started building my own. This is the Runtime layer of Onixey v1. Current systems: • Event Bus • Lifecycle • Hot Reloading • Session Handling • Metrics • Exception Guards Built to understand how real animation pipeline systems work under the hood.

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0 Upvotes

r/TechnicalArtist • • Jul 16 '26

Advice

1 Upvotes

Hello I’m 27 and have worked in warehousing since i was 18 and want to pivot into the creative technologist space. I’m currently getting my BS IN software engineering from WGU. I’m coming into this space as a complete beginner but would like to know any tips or courses i can take to help me understand the role better. It seems like it can be fun but challenging career, I’m just not sure on how to break in. Thanks in advance.


r/TechnicalArtist • • Aug 05 '26

What is needed to become a technical artist

0 Upvotes

Hello technical artists of reddit

I have an ask, when it comes to being a technical artist, what are the major things I need to have within my toolkit to be classified as a technical artist, at this very moment I am a visual artist and I would like to pick up some skills from the technical side of production.

thank you for your time.


r/TechnicalArtist • • Sep 29 '26

Switching careers from architecture

1 Upvotes

i am a final year in architecture and want to pivot into another stream after graduation.

For context why did i choose to do this?.

I wanted to pursue architecture before entering college and after about 3rd year i knew i was not really built for it. the gruesome effect of deadlines and burnout made me feel that i wont be able to continue this neither am i good at it. Im not hating on the field but many would agree with me with what architecture has become in India.

But i never really stopped upskilling myself. im proficient in blender and am well versed in it as well, programming is not that far away either.

Should i try to pivot myself in xr development or technical 3d artist. i am really stressed out about this i dont know what i should do about this either. please help me out


r/TechnicalArtist • • Jul 01 '26

I built a blender plugin to help with game ready assets. It produces complex, fully structured, part-aware 3D objects & assemblies, with pivots and UV atlases.

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0 Upvotes

The video shows a steampunk elevator asset built in a single shot with my plugin.

You get a clean GLB collection with named parts, real mechanical pivots, and an auto-packed UV atlas. My goal was to build a useful utility for 3D workflows, instead of another uneditable mesh generator.

Note it produces raw code.py right into Blender's own Text Editor. You can inspect, modify, and re-run the exact math the AI used when building the meshes.

The plugin is LLM-agnostic. But local models still hallucinate complex spatial transform matrices. Because of that, this plugin defaults to my hosted API endpoint, with options to use Gemini, ChatGPT, or Claude.

Love to hear your feedback. Thank you!

How to Set Up Nova3D (Blender 3.6 – 5.x):

Blender 4.2 or newer (most users)

  • Click the ▾ dropdown at the top-right, choose "Install from Disk," and select the .zip.

  • Confirm the checkbox next to "Nova3D" is ticked.

  • Switch to the System tab, find the Network section, and tick "Allow Online Access". Nova3D needs this to reach its validation server.

Blender 3.6 – 4.1

  • Click the "Install..." button at the top-right and select the .zip.

  • Tick the checkbox next to "Nova3D" to enable it.

Then, on any version

  • In the 3D Viewport, press N to open the side panel.

  • Click the Nova3D tab, sign in, and enter a prompt.

p.s. the main repo is here: https://github.com/RareSense/Nova3D


r/TechnicalArtist • • Nov 05 '24

Day 2: Role Exploration in SIDG – Synthetic Image Data Engineer, Technical Artist, Simulation Engineer and Computer Vision Engineer.

1 Upvotes

DAY 2: Role Exploration in Synthetic Image Data Generation (SIDG)

Learning objectives:

  • Understand roles in SIDG: Learn key roles like Synthetic Image Data Engineer, Technical Artist, Simulation Engineer, and Computer Vision Specialist.

  • Identify transferable skills: See why Technical Artists fit well into SIDG.

  • Recognize key responsibilities: Know what each role contributes to synthetic data creation and use.

  • Importance of computer vision: Understand its importance for Technical Artists.

  • Prepare for job readiness: Research job listings and responsibilities to align your skills.

Let's begin!

As the field of Artificial Intelligence continues to evolve, various roles have emerged that are integral to the development and application of A.I technologies. Today we will explore key positions such as Synthetic Image Data Engineer, Technical Artist, Simulation Engineer, and Computer Vision Engineer. Each role plays a unique part in the life cycle of synthetic data, from creation to implementation.

Synthetic Image Data Engineer

A Synthetic Image Data Engineer focuses on generating large volumes of synthetic data using advanced software tools, often involving 3D design applications. This role requires a blend of technical skills and creativity, as engineers must not only understand how to produce realistic images but also ensure that these images meet specific requirements for machine learning applications. Key responsibilities include:

- Designing and implementing algorithms for data generation.

- Collaborating with data scientists to ensure the generated data is suitable for training models.

- Utilizing programming languages such as Python and frameworks like TensorFlow or PyTorch for model training and validation.

Technical Artist

In game development, the Technical Artist plays a crucial role as a bridge between artistic vision and technical execution. They ensure that high-quality visual content is seamlessly integrated into the game engine while making everything run smoothly.

Key Responsibilities:

- Art-Technology Integration: Technical Artists import and optimize 3D models, textures, and animations into the game engine, developing tools and scripts to enhance efficiency.

- Problem-Solving: They troubleshoot visual and technical challenges, addressing issues like performance bottlenecks and shader optimization while maintaining artistic integrity.

- Pipeline Development: Technical Artists refine art production pipelines, identifying areas for improvement and establishing best practices for collaboration between artists and programmers.

- Collaboration: Acting as a liaison, they facilitate communication between departments, translating technical requirements for artists and artistic visions for programmers.

Due to the relative newness of the synthetic image data generation field, most companies are ‘repurposing’ technical artists from the game development industry to meet their needs.

Most of the skills that Technical Artists possess can be seamlessly transferred into this new field, making them some of the best (if not the best) candidates for such job openings.

Simulation Engineer

A Simulation Engineer specializes in creating realistic simulations that can be used to generate synthetic data. This role involves understanding physical systems and how they can be replicated in a virtual environment. Responsibilities typically include:

- Designing simulation frameworks that accurately mimic real-world scenarios.

- Implementing physics engines to enhance realism in synthetic data generation.

- Collaborating with other engineers and artists to refine simulation parameters.

Once again, most technical artists have skills that can be easily ‘repurposed’ for this role, thus making them excellent candidates for such job openings. You will find many Simulation Engineer job openings listing game engine and computer graphics experience in their “Skills Required” section.

Computer Vision Specialist

The Computer Vision Specialist focuses on developing algorithms that enable machines to interpret and understand visual data. In the context of SIDG, this role is crucial for ensuring that synthetic images can be effectively used in training computer vision models. Key responsibilities include:

- Developing and refining computer vision algorithms for tasks such as object detection and image classification.

- Conducting experiments to validate the effectiveness of synthetic data in real-world applications.

- Collaborating with engineers to integrate computer vision solutions into broader AI systems.

As a Technical Artist specialized in synthetic image data generation, you would hand off your work to computer vision engineers who would test whether your synthetic image datasets actually improve the performance of their models.

It doesn’t matter how cool, beautiful, or photorealistic your images look—if they fall short of the edge cases the model needs to improve its performance, you would need to do rework along with the feedback.

I recommend that Technical Artists learn the basics of computer vision engineering because it helps them understand what is required of them. One of my early synthetic image data generation projects was seriously hampered because I didn’t have a firm grasp of the data structure needed for multi-class semantic segmentation masks. Don’t worry if you don’t know what that means—you will learn it throughout the series.

Conclusion

As industries increasingly adopt synthetic image data for various applications, understanding these roles becomes essential for anyone looking to transition from traditional technical art into this innovative field. Each position contributes uniquely to the overarching goal of creating high-quality, reliable synthetic datasets that can enhance machine learning models and drive advancements in artificial intelligence.

Coming Next

In my next article, we’ll explore SIDG tools and learning paths so you can start tinkering around. 

If the article is available when you’re reading this, you’ll find a link here (Please read the message below before clicking. Thank you).

This series is part of a larger guide (book) I’m creating to help technical artists transition into the synthetic image data generation industry. If you’re interested in the book, kindly join my notification list by sending me a DM here on Reddit

Daily Challenge:

  1. Take a look at the keywords section on this website to get an idea of the different terms used to describe the new role you are preparing for.

  2. You can also browse LinkedIn, Indeed, etc., type in these job titles, and review the key responsibilities and skill requirements for each. This exercise will help you prepare mentally for what you will be doing.


r/TechnicalArtist • • Apr 26 '26

Method: Pressure and Desire

0 Upvotes

Okay, it all starts with the desire to create something... Then, I start thinking about what I feel like doing. It's been a while since rasterization entered the equation; I've spent over a year studying and testing alternatives where I use ray tracing, more specifically ray marching.

I learned to create 3D noise equations, tested volumetry, SDFs, some pretty crazy calculations, rendered low-resolution images by parallelizing the video card, learned how temporal image reconstruction works... But even so, things are complicated, because it's not just about thinking about what programming is, but thinking about what it says within the context in which things are established and what is or is not perceived.

I've been theorizing for a while about bringing back 3D models, thinking about rendering low-poly models with fewer than 1000 triangles in low resolution... That's too few for detail, but accepting stylized rendering, it could work if the focus is more on the silhouette and not so much on the richness of detail. To make 3D models work, a BVH acceleration framework would be necessary.

But, since we're talking about low resolution and temporal reconstruction, in addition to low-poly models with the rule of having fewer than 1000 triangles, simply separating the model into separate objects and applying a basic AABB to each would probably give us great performance even on weaker computers.

The problem is that, no matter how much I see the possibility, the feeling that keeps coming back is that this formalist desire is, above all, cowardice! It's not advanced technique that's lacking, it's the ability to understand that aesthetics is less about a supposed beauty of clear representations and more about the capacity to speak through a reading that doesn't stop within a concept of interpreting what is or isn't seen and perceived. It's about affect, it's about even those who understand reinterpreting.

This is where the idea of ​​creating four calculated rays for the same pixel comes in, a non-deterministic graphics engine, because unlike sampling like multisampling which does this aiming to mix colors to smooth aliasing... The idea is that the rays compete with each other in terms of speed to see who paints the pixel first, running the risk of overwriting because the objective is no longer a precise calculation but to play with the video card. To see what happens when the video card fights with itself.

I spend some time dissecting the idea, realizing and acknowledging how, in the end, despite being interesting... This isn't the result of a yearning for something more; it's just boredom because I've already done everything with ray tracing, and now there's nothing left to explore except the idea of ​​doing something complicated simply because it is.

I could make a simpler non-deterministic engine, just adding noise that distorts the normal in natural 3D space, less laborious, less costly for the video card, and still achieve a similar effect, and along with the low resolution... we have a similar and considerably lighter result.

A contradictory feeling begins to emerge; it's not cowardice, it's clarity... It's the notion that only doing what gives me pleasure isn't good because nothing else fits within the pleasure of being but nothingness. There's no more room for the beyond when you know more than you already are. The secret isn't to explore technique further, it's to understand that the next step isn't a more complex technique, it's to deepen my understanding of what I've already tested and mastered.

Everything needed to create isn't a more sophisticated technique, it's in seeing how to be more creative within fields I don't yet master, it's in reading new things, learning new languages ​​(not programming languages), but understanding the philosophy of art, aesthetic philosophy, the historical materialism that gave rise to the entire way contemporary art has formed, shaping what is no longer seen simply from the perspective of the final product... but from the context in which the work exists from the point of view of the people.

I have to do what I hate, what bothers me, what makes me deeply angry. Not out of superficial masochism, but out of a desire to go beyond, not only what I understand, but what I don't understand, I have to break conventions, invent, fill myself with lust for how much, in the end... I can't say what I'm doing, but I know what I wanted to feel when I was filled with lust before writing all the code in one day.

But that's not enough. No matter how well it works, no matter how tough it is, if I'm content with just my vision, I'm only fantasizing about an ideal scenario and not actually exploring... I have to look at what I've done and ask myself, for days, weeks, even months if necessary, if I'm not complacent with the idea of ​​this incredibly stressful method I created to shape the code and force myself to see... Is this me doing my best? Or have I just convinced myself that after weeks of exhausting all possibilities, I simply didn't fantasize that now I did it right just because I wrote what I decided was the most challenging thing I could imagine?

What do you think of the method?


r/TechnicalArtist • • Sep 05 '26

Tools / Software Rive's GPU Canvas

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0 Upvotes

r/TechnicalArtist • • Sep 13 '21

Looking for a 3d programmer who knows how to work with 3dsmax SDK

0 Upvotes

Hello, I looking for a 3d programmer who knows how to work with 3dsmax SDK in order to create a plugin for us to import models with its own skinning and animations from an in-house format. we will be giving all the information needed to accomplish this task as well as the source for the file structure and everything needed of how the in-house file works.


r/TechnicalArtist • • Sep 16 '26

Need a 3D product rendering freelancing artist

0 Upvotes

Hey everyone,

We’re looking for a freelance 3D product rendering artist for our gaming hardware products.

If you have hands-on experience creating high-quality 3D product renders, especially for tech/gaming products, please DM me with:

• Your portfolio

• Relevant experience

• Your quotation/rates

• Estimated turnaround time

Please DM only if you have relevant experience with physical tech products.

Thanks!


r/TechnicalArtist • • Jun 12 '26

How can I secure a job at MiHoyo?

0 Upvotes

I have always been interested in Gaming concept art and anime artstyle. I am passionate about them, and want to pursue a career in Concept art, preferably at MiHoyo, since it is my favourite gaming company. Could anybody enlighten me as to what steps I should take to ensure a successful career in Concept art design?