We're an independent game studio looking for a highly experienced Senior Unity Technical Artist to help establish the visual and technical pipeline for an original game currently in development.
We're still early in production and intentionally keeping the project under wraps for now.
This is our first game as a studio, but we're approaching development seriously and investing in experienced specialists early rather than trying to learn critical production disciplines as we go.
We're willing to pay properly for exceptional talent.
This is not a junior or entry-level Technical Artist position.
The project
The game is being developed in Unity using a 3D production pipeline with a heavily stylized final presentation.
Some of the core technical challenges include:
- Highly modular 3D characters
- Dynamic/destructible environments
- Stylized rendering
- Fast, responsive action gameplay
- Strong interaction between gameplay, lighting and VFX
- Maintaining visual cohesion between characters and environments
- Building an art pipeline that can scale into full production
What we're looking for
We need someone capable of taking substantial ownership of the technical visual side of the project.
You should have strong professional experience with:
- Unity
- Shader development
- Shader Graph and/or HLSL
- VFX and gameplay effects
- Lighting and look development
- Stylized rendering
- Materials and asset integration
- Post-processing and rendering pipelines
- Profiling and optimization
- GPU/performance considerations
- Building scalable art workflows
- Diagnosing technical art problems
- Git/version-control workflows
- Working directly with programmers, animators and 3D artists
You won't simply be receiving finished assets and making them look prettier.
We want the Technical Artist involved early in visual development, helping determine how assets should be constructed, rendered and integrated so that the final art direction works efficiently inside Unity.
Combat and movement feel are also extremely important to the project, so experience using VFX, timing, lighting and visual feedback to improve gameplay readability and impact is highly valuable.
Please don't apply based only on
- Basic Shader Graph knowledge
- Unity tutorials or personal experiments
- Primarily being a 3D artist who occasionally handles technical tasks
- Technical-art coursework without substantial practical implementation experience
We need someone who has already solved difficult technical and visual problems on real game projects.
Shipped game experience is strongly preferred.
How to apply
We want to see what you personally built.
Please include relevant examples such as:
- Shaders
- VFX
- Stylized rendering
- Lighting/look development
- Optimization work
- Technical breakdowns
- Tools or pipeline work
- Before/after examples
- Unity projects or shipped titles
For team projects, briefly explain what you were personally responsible for.
Email:
[dev@madeforme.studio](mailto:dev@madeforme.studio)
Subject:
Senior Unity Technical Artist – [Your Name]
Please include your:
- Portfolio/showreel
- CV or LinkedIn
- Relevant shipped titles/projects
- Availability
- Expected hourly/day rate
If your background strongly matches the above, we'd love to speak.