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Riot Games company · OPEN ROLE
- Company
- Makes League of Legends, VALORANT, and Teamfight Tactics, and runs esports played by millions.
- Role
- Builds and maintains shaders and materials for League of Legends, on a fixed-term contract.
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What you will do
We rewrote the responsibilities and qualifications in plain language instead of copying the original posting.
Responsibilities
- Build and maintain the real-time shaders and materials used across League of Legends champions and skins.
- Handle PBR inputs such as albedo, normal, roughness, metallic, and ambient occlusion to shape how surfaces read in-game.
- Work with art and design teams to turn visual intent into rendering solutions that actually run well.
- Support internal and external vendor artists directly when they build or troubleshoot materials and shaders.
- Check assets under different lighting setups and quality tiers, tracking down lighting, shadow, and material issues.
- Partner with engineers to manage memory budgets and tune rendering performance using tools like RenderDoc.
What you need
- Has 4+ years of experience as a technical artist in game development or real-time graphics.
- Has written, debugged, and shipped shaders in a real-time PBR game engine.
- Can read, write, and debug shader languages like HLSL and GLSL or node-based shader graphs.
- Has worked in commercial or proprietary engines such as Unity or Unreal and knows performance profiling.
- Can write clear technical documentation, such as shader and material authoring guides.
- Has used version control systems such as Git or Perforce.
Good to have
- Has experience with stylized PBR or toon/PBR hybrid rendering.
- Has built shaders for character materials like skin, hair, cloth, or metal.
- Has developed art or rendering tools using Python or another scripting language.
- Has worked with content tools such as Maya, Photoshop, Substance, or Marmoset Toolbag.
- Is familiar with the League of Legends IP and its skin universe.
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Checked 2026-10-19