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Senior Technical Artist (Unity)

Remote · Production
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Responsibilities

  • Build and maintain the full technical pipeline: from importing assets from DCC tools to the final in-game frame (Maya/Blender/ZBrush → Substance → Unity).
  • Configure and optimize the rendering pipeline (URP), lighting, and post-processing, with a focus on maintaining stable FPS across a wide range of devices.
  • Define rigging requirements and review rigs produced by the art team.
  • Integrate and optimize VFX for shooting, impacts, and abilities without compromising performance.
  • Profile and optimize graphics using Unity Profiler, Frame Debugger, RenderDoc, Xcode GPU Frame Capture, and Android GPU Inspector; define and maintain polygon, texture, and memory budgets for each platform.
  • Prepare technical requirements for programmers developing tools for artists.
  • Ensure visual assets comply with approved IP-holder guidelines and prepare materials for reviews and approvals.
  • Write and maintain technical documentation.

Requirements

Must-have requirements

  • 5+ years of experience as a Technical Artist / 3D Artist with a strong focus on technical art.
  • Strong knowledge of Unity, including the asset pipeline, ScriptableObject architecture, Editor scripting, and Addressables.
  • Hands-on experience with the URP rendering pipeline, including baked/mixed/realtime lighting, Light Probes, Reflection Probes, and Post-Processing.
  • Strong 3D modeling and topology skills, including hard-surface modeling, retopology, and working within polygon budgets for mobile platforms.
  • Solid understanding of rigging and skinning for characters and weapons, including IK/FK and blend shapes.
  • Strong knowledge of the UV/PBR texturing pipeline using Substance Painter/Designer, including channel packing and texel density.
  • Professional-level experience in graphics profiling and optimization for mobile devices, including draw calls, batching, overdraw, memory usage, and thermal throttling.
  • Experience working with Git/Git LFS or Perforce for art assets.
  • Strong attention to detail and the ability to maintain a high level of visual quality under strict technical constraints.

Nice to have

  • Strong knowledge of shaders, including Shader Graph and hand-written HLSL/ShaderLab, as well as an understanding of PBR, shader variants/keywords, and shader performance cost.
  • Experience working on shooter games, including weapons, shooting VFX, recoil, and hit reactions.
  • Experience setting up CI/CD pipelines for art content and automated asset validation.
  • Public examples of technical tools and/or shaders, such as a portfolio, GitHub, or ArtStation with technical breakdowns.
  • Experience developing internal tools for artists in C#, including EditorWindow, CustomInspector, and AssetPostprocessor.

Conditions

  • Part-time\full-time remote work.
  • Salary in $.
  • Zero bureaucracy, minimal micromanagement and streamlined approvals.
  • Small friendly agile teams.
  • English lessons in groups of 3-4 participants.
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