Location: Remote
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.
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.
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.
Контакты работодателя доступны по кнопке «Откликнуться» после входа.