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The minions of Hell are growing stronger...

Stay awhile and help us create amazing art! If you're a highly motivated and experienced Character Technical Artist looking for the next step in your career as a supervisor, then come work with us and help us build something extraordinary.

Our team of dedicated developers is growing. Our backgrounds are diverse, but we all share a real passion for what we do. We believe that if you’re looking for a tight-knit crew that celebrates self-expression and embraces teamwork, we will be an excellent fit for you.

Oh, also, you really like killing demons and getting loot, right? RIGHT?

Stuff We will Trust you With

Be a force multiplier with your legendary creativity and cunning eye for detail. Do you geek out on pipelines, communication, process, relationships, feedback, and all other things connected to successfully creating game art assets? This job is about running our external and internal communications, ensuring everything runs smoothly, and getting our live service assets into a "game ready" state. You will manage the creation of all live-service rigs and character simulations, by working directly with our internal and external teams, to deliver an ambitious and top-notch live service to our Diablo 4 community.

Your responsibilities will range from crafting briefs and managing planning documents to tweaking incoming assets for the Diablo world to make them look as amazing as possible. You’ll also be providing timely, precise, and constructive feedback to our external partners as well as internal team members to ensure their work is consistently on target. You work directly on character rigs and character simulations when needed,

Work alongside Leads and Art Directors to collaborate and share a vision of creating the next iteration of a game industry defining franchise.

Stuff You Are Familiar With

You may wonder what it will take to be successful in this role. Manage communication, provide feedback to artists, and maintain a strong creative relationship between external and internal art teams. You should have a background in character rigging and cloth simulation techniques. You are comfortable generating detailed documentation, video reference and examples of art asset production that can be given to others. You will own the quality control process over incoming art assets, as well as implementing approved assets directly into the game engine. If fixes need to be made to any of the assets, you’ll either provide the feedback for those fixes, or work directly on the rigs and simulations to implement the changes yourself. You should have also had a history of working on or shipping games, either on PC or console.

This role is anticipated to be a hybrid work position, with some work on-site and some work-from-home. The potential home studio for this role is Albany, NY or Irvine, CA. However, we understand each person’s circumstances may be unique and will work with you to explore other possible options, including remote work arrangements.

And Yeah, You Will Need These Things To Apply

  • Portfolio demonstrating relevant skills. Only online work submissions, please. (e.g. website, blog or online album).

  • Willingness to complete a test if requested to do so.

We love hearing from anyone who is enthusiastic about changing the games industry. Not sure you meet all qualifications? Let us decide! Research shows that women and members of other under-represented groups tend to not apply to jobs when they think they may not meet every qualification, when, in fact, they often do! At Activision Blizzard, we are committed to creating a diverse and inclusive environment and strongly encourage you to apply.

Blizzard Entertainment is an Equal Opportunity Employer. All qualified applicants will receive consideration for employment without regard to race, color, religion, sex, sexual orientation, gender identity, gender expression, national origin, protected veteran status, or any other basis protected by applicable law, and will not be discriminated against on the basis of disability.

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