10 ott - Italia
Lever
pThis is a senior individual contributor role focused on the technology and runtime systems that power real-time visual effects in a major Unity3D game project. You will work at the intersection of VFX, Technical Art, Rendering, and Engineering, turning creative concepts into scalable and production-ready solutions. The role combines shader development, particle systems, GPU-driven effects, runtime architecture, tooling, and performance optimization. You will have significant technical ownership, from rapid prototyping and architectural decisions through to production implementation. Working closely with artists and engineers, you will help balance visual ambition with performance, scalability, and maintainability. This is an opportunity to directly shape the technology that enables high-quality real-time effects across a large game. /p h3Accountabilities /h3 ul liDevelop scalable runtime systems for high-frequency gameplay effects, including pooling, shared emitters, batching, prioritization, and effect budgets. /li liDesign and implement shaders using HLSL, Shader Graph, Amplify, or comparable technologies. /li liBuild and optimize particle-based effects using mesh particles, trails, flipbooks, procedural techniques, and GPU-driven approaches. /li liCreate artist-facing Unity tools, including custom inspectors, validators, asset processors, batch workflows, and reusable production utilities. /li liOptimize VFX for mobile and other performance-constrained platforms, with a focus on GPU performance, memory usage, overdraw, shader complexity, and runtime efficiency. /li liCollaborate closely with VFX Artists, Technical Artists, Gameplay Engineers, and Rendering Engineers to translate creative requirements into robust technical solutions. /li liPrototype new rendering and VFX approaches, validate their technical feasibility, and bring successful solutions through to production. /li liEstablish reusable templates, workflows, documentation,
and technical standards that improve the efficiency and consistency of the wider VFX team. /li liAct as a bridge between artistic and engineering disciplines, making informed technical decisions that balance visual quality, scalability, and performance. /li liReview and improve existing systems while leaving behind clean, maintainable technology that benefits the broader team. /li /ul h3Requirements: /h3 ul liStrong professional experience with HLSL shader programming and real-time VFX development. /li liFluency with node-based shader tools such as Unity Shader Graph, Amplify, or similar technologies. /li liStrong knowledge of real-time rendering concepts, including blending, transparency, sorting, depth, instancing, and Scriptable or custom render pipelines. /li liProven experience shipping particle-based effects in Unity, including Shuriken or equivalent systems. /li liHands-on experience with mesh particles, trails, flipbooks, shader-driven effects, and procedural VFX techniques. /li liExperience designing scalable runtime systems for high-frequency effects, including pooling, batching, prioritization, and performance budgeting. /li liStrong C# programming skills, ideally within gameplay, engine, or performance-critical systems. /li liExperience with ECS/DOTS, Jobs, Burst, or equivalent performance-oriented architectures is strongly preferred. /li liStrong understanding of mobile GPU optimization, including overdraw, half precision, texture and memory budgets, shader variants, and runtime constraints. /li liExperience creating Unity Editor tooling such as custom inspectors, property drawers, asset processors, and batch tools.
/li liUnderstanding of Metal, Vulkan, and GLES, including platform-specific graphics limitations and shader or PSO warmup considerations. /li liStrong communication and collaboration skills, with the ability to work effectively across artistic and engineering disciplines. /li liFluent English. /li /ul h3Nice to have: /h3 ul liStrong experience with Unity DOTS/Entities, ECS-based rendering, or instanced material properties. /li liExperience with compute shaders and GPU-driven effects. /li liKnowledge of vertex animation techniques, SDFs, procedural noise, and procedural rendering. /li liExperience with procedural or voxel geometry, dynamic meshes, hull generation, or custom lighting systems. /li liExperience developing networked gameplay effects, including predicted versus confirmed events. /li liBackground working on multiplayer or large-scale gameplay systems. /li liA strong artistic eye and an ability to contribute to VFX look development. /li liExperience building effects for mobile or other highly performance-constrained platforms. /li liExperience delivering stylized game projects, particularly for mobile platforms. /li /ul h3Benefits: /h3 ul liMeaningful technical ownership over the VFX technology powering a major Unity3D game project. /li liDirect collaboration with experienced VFX Artists, Technical Artists, Rendering Engineers, and Gameplay Engineers. /li liThe opportunity to solve complex rendering, performance, and scalability challenges. /li liA role where engineering directly enables creative ambition and visual quality. /li liA highly collaborative international working environment. /li liFully remote work. /li liFlexible contract options depending on location and circumstances. /li liCompetitive compensation based on experience and contract structure. /li liAnnual team retreats. /li liPotential for long-term collaboration as the project and team continue to grow. /li /ul p#LI-CL1 /p #J-18808-Ljbffr
10 ott - Milano
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