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Senior Technical Artist (Unity)

Формат работы
remote (Global)
Тип работы
fulltime
Грейд
senior
Английский
b2
Вакансия из списка Hirify.GlobalВакансия из Hirify Global, списка международных tech-компаний
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Описание вакансии

Текст:
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TL;DR
Senior Technical Artist (Unity) (Game Development): Building and maintaining the complete 3D asset pipeline from DCC tools to optimized in-game visuals with an accent on Unity URP, mobile graphics performance, rigging, VFX, and technical art workflows. Focus on profiling rendering performance, defining platform budgets, integrating artist tools, and maintaining visual quality under strict technical constraints.

Location: Remote

Salary: In USD; amount not specified

Company

hirify.global develops video games with small, friendly, agile teams and streamlined production processes.

What you will do

  • Build and maintain the full technical art pipeline from Maya, Blender, and ZBrush through Substance and Unity to the final in-game frame.
  • Configure and optimize Unity URP rendering, lighting, post-processing, and stable frame rates across mobile devices.
  • Define rigging requirements, review character and weapon rigs, and integrate optimized shooting, impact, and ability VFX.
  • Profile graphics with Unity Profiler, Frame Debugger, RenderDoc, Xcode GPU Frame Capture, and Android GPU Inspector.
  • Define polygon, texture, and memory budgets, prepare requirements for artist tools, and maintain technical documentation.
  • Ensure visual assets comply with approved IP-holder guidelines and support review and approval processes.

Requirements

  • 5+ years of experience as a Technical Artist or 3D Artist with a strong technical art focus.
  • Strong Unity knowledge, including the asset pipeline, ScriptableObject architecture, Editor scripting, and Addressables.
  • Hands-on experience with URP, baked, mixed, and realtime lighting, Light Probes, Reflection Probes, and post-processing.
  • Strong 3D modeling, topology, rigging, skinning, UV, and PBR texturing skills, including mobile polygon budgets, IK/FK, blend shapes, and Substance Painter/Designer.
  • Professional graphics profiling and mobile optimization experience covering draw calls, batching, overdraw, memory usage, and thermal throttling.
  • Experience with Git/Git LFS or Perforce for art assets, plus strong attention to detail under strict technical constraints.

Nice to have

  • Shader experience with Shader Graph, HLSL, ShaderLab, PBR, shader variants, keywords, and shader performance.
  • Experience with shooter games, including weapons, shooting VFX, recoil, and hit reactions.
  • Experience with CI/CD pipelines for art content, automated asset validation, and internal artist tools in C#.
  • Public examples of technical tools or shaders in a portfolio, GitHub, or ArtStation.

Culture & Benefits

  • Remote work is available on a part-time or full-time basis.
  • Small, friendly, agile teams with minimal bureaucracy and micromanagement.
  • Streamlined approval processes.
  • Group English lessons for teams of 3–4 participants.

Будьте осторожны

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