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Open nowFirst seen 48 days ago

Blender Generalist - Visual Development Artist

Framestore32 open roles

Where
Montreal, Quebec, Canada
Work mode
On site
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Your applicationOpen nowBlender Generalist - Visual Development ArtistFramestore · Montreal, Quebec, Canada
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The clock on this job

Early applications get read.

13.8% of postings close within 7 days. Measured by our own scanner across the market. Framestore postings stay open a median of 26 days.

Share of postings closed within
  1. 2.2%1 day
  2. 4.7%3 days
  3. 13.8%7 days
  4. 22.3%14 days
  5. 37.8%30 days
  6. 59.0%60 days
This job: first seen 48 days ago

Framestore median: 26 days open

The posting

The multi-Oscar-winning creative Film & Episodic Studio at Framestore has worked with some of the greatest storytellers in film today. Collaborating with directors and producers across the complete filmmaking process to help design, plan and create beautiful images, we focus on finding innovative creative solutions to support their vision and set new standards for visual effects in cinema.

Framestore combines talent and technology to bring life to everything we create. Driven by creativity and inspired by the future, we set out every day to reframe the possible.

About the role

This is an existing role within our team for a versatile, creatively curious artist who loves solving complex visual puzzles across the full 3D pipeline. As part of our Visual Development team, you’ll bridge the gap between initial concepting and final VFX execution.

Blender is central to how our VisDev team designs and crafts key sequences early in production - extensively powering our work on shows like IF, Loki S2, and How To Train Your Dragon, to name only a few.

With Blender as your primary tool, you’ll move fluidly between modelling, look development, lighting and rendering - equally comfortable turning your hand to creatures, environments and FX - to define visual benchmarks and answer creative and technical questions early across a wide range of subject matter.

What you’ll do:

  • Develop high-end, photorealistic visual development assets across a broad range of subject matter - from creatures and characters to full environments and complex FX - taking designs from blockout through to finished frame.
  • Sculpt and detail creatures, build and dress environments, and art-direct FX moments (destruction, fluids, smoke, particles) to establish look, scale and mood early.
  • Work end-to-end in Blender - modelling, sculpting, shading and texturing, lighting and rendering - picking up whichever part of the pipeline a given problem needs.
  • Build look development and lighting setups that hold up to photoreal scrutiny, and create shaders and materials using Blender’s node system.
  • Use procedural and node-based workflows, such as Geometry Nodes and simulation, to explore and iterate on environments and FX at pace.
  • Collaborate with supervisors and the HOD to ensure your work supports a smooth transition into 2D/3D production, handing off clean, well-structured scenes.
  • Communicate your creative process clearly, breaking down complex technical workflows for both artists and stakeholders, and fostering a culture of continuous learning and process sharing.

What we’re looking for:

  • Extensive Blender experience across the full generalist pipeline - modelling, sculpting, UVs, shading/texturing, lighting and rendering.
  • A visual background with a strong portfolio in frame and shot composition.
  • Solid experience in film VFX 3D processes and a good grasp of cinematography in virtual environments.
  • Confidence in building look development and lighting that stands up to photoreal scrutiny, including shader/material creation in Blender’s node system.
  • A proactive approach to identifying and resolving visual issues while maintaining quality and logic.
  • The ability to take direction well while maintaining organised scenes, .blend files, node setups, and documents.

You might also have

  • Geometry Nodes and other procedural or node-based workflows (and comfort scripting small tools where useful).
  • Working knowledge of complementary DCCs (e.g. Maya, Houdini, ZBrush, Substance, Nuke).
  • Experience with Digital Matte Painting, or simulation and FX work (cloth, fluids, particles, hair/fur).
  • Familiarity with Texture packages like Mari and a working knowledge of practical cameras, lighting, or physics.

Accessibility Statement

Our Montreal studio has universal access, with step-free entry, accessible toilets, and quiet spaces available. We are committed to providing an inclusive workplace for everyone and continue to improve accessibility to ensure all employees feel supported.

Application Process & Deadline

To apply, please complete the linked application form or email your resume and portfolio to [email protected] with the subject line: Film Blender Generalist - Montreal

We review all applications manually and do not use artificial intelligence to screen candidates. If you require any adjustments or support during the application process, please let us know—we’re happy to help.

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