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Technical artist

London
Morgan Mckinley
Technical artist
€55,000 a year
Posted: 18 May
Offer description

We are looking for a creative and Technical Artist to bridge the gap between interface and interaction. In this role, you will be the driving force behind the "juice" of our game—making every menu transition feel tactile and every gameplay moment feel impactful. You will work at the intersection of design and engineering, creating high‑end visual effects that enhance player feedback, reinforce our brand aesthetic, and maintain peak performance within Unity.


Key Responsibilities

* Visual Storytelling: Design and implement high-quality realtime visual effects for both in-game play and user interface (UI) elements.
* Cross-Functional Collaboration: Partner with UI Designers to bring static layouts to life and work with Engineers to integrate effects into complex game systems.
* Asset Creation: Author original textures, 3D meshes, sprite sheets, and custom shaders to achieve a bespoke visual style.
* Technical Optimization: Ensure all VFX are optimized for the target platforms, maintaining a balance between visual fidelity and technical constraints (draw calls, overdraw, and memory).
* System Ownership: Manage the full VFX pipeline within Unity, from initial concept to final polish and bug fixing.


Minimum Qualifications

* Industry Experience: 5+ years of professional experience creating realtime VFX for games.
* Unity Expertise: 2+ years of hands‑on experience in the Unity ecosystem, including a deep understanding of:
o VFX Graph & Shuriken (Particle Systems)
o Shader Graph (or HLSL)
o Animation & Timeline tools
* Artistic Mastery: Strong command of the fundamentals of VFX, including timing, weight, non-linear motion, and color theory.
* Hybrid Skillset: A portfolio demonstrating a proven ability to create both immersive gameplay effects (combat, environment) and polished UI effects (transitions, feedback loops).
* Technical Literacy: Ability to create custom assets from scratch—designing unique textures, modeling simple meshes for effects, and building efficient sprite sheets.
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