Senior Technical Artist

Homerun B.V.

Greater London

On-site

GBP 45,000 - 75,000

Full time

14 days+
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Benefits offered by this job

BUPA private medical
Pension
Profit share
Flexible working
Enhanced parental leave
25 days holiday + paid sick leave

Job summary

Homerun B.V. is seeking a Senior Technical Artist to shape a greenfield project through advanced shader work, lighting systems, and atmospheric rendering.

You’ll collaborate with a diverse team in early development to build a proof-of-concept scene from scratch and help define the rendering approach and visual language. You’ll bring strong Unity URP shader skills, an eye for artistic detail, and experience optimizing for constrained hardware.

Qualifications

  • Strong shader and material craft in Unity URP; node-based is absolutely fine and being able to read shader code matters more than writing HLSL from scratch (a graphics programmer will join us later)
  • Real lighting depth: global illumination and rendering pipelines, not just placing lights
  • A demonstrable artistic eye, and preferably a portfolio that shows taste, not just technique
  • Performance optimisation experience against constrained hardware
  • Senior-to-principal-level independence: comfortable with an undefined brief, self-led exploration, and shaping direction rather than primarily receiving it
  • A shipped PC or console title
  • References and influences from graphic design and illustration
  • Familiarity with Blender, Photoshop or similar

Responsibilities

  • Creating shaders and materials in Unity URP (Shader Graph, Amplify, or coded; your choice of approach)
  • Building lighting systems from the ground up, owning global illumination, custom atmosphere and fog, baked and real-time approaches
  • Establishing the art production pipeline with the Lead Artist and our Lead Programmer
  • Optimising for our performance: Steam Deck, scaling up through PC and console
  • Experimenting with two-week exploration cycles, twice-weekly check-ins, and a lot of trust in between

Skills

Shader Graph Unity URP
Global illumination
Artistic eye
Performance optimization
Independence
Shipped title
Blender/Photoshop
Read shader code

Tools

Blender
Photoshop

Job description

We’re looking for an experienced Senior Technical Artist to join us to help us create a beautiful and atmospheric world with their excellent knowledge of shader tech.

You’ll be joining a diverse team working on a project in early development, which will see you take part in work that will help shape the final game.

The role ambition

This is a genuinely greenfield role. You'll join at a similar time as our new Senior Environment Artist, and together you'll build a proof-of-concept scene from scratch: shaders, materials, lighting systems, atmosphere. The pipelines, the visual language, the rendering approach; you will play an integral part in shaping all of it.

We are a people-centric company aiming to make a positive impact in the world.

About you
  • Strong shader and material craft in Unity URP; node-based is absolutely fine and being able to read shader code matters more than writing HLSL from scratch (a graphics programmer will join us later)
  • Real lighting depth: global illumination and rendering pipelines, not just placing lights
  • A demonstrable artistic eye, and preferably a portfolio that shows taste, not just technique
  • Performance optimisation experience against constrained hardware
  • Senior-to-principal-level independence: comfortable with an undefined brief, self-led exploration, and shaping direction rather than primarily receiving it
  • A shipped PC or console title
  • References and influences from graphic design and illustration
  • Familiarity with Blender, Photoshop or similar
What you'll be doing
  • Creating shaders and materials in Unity URP (Shader Graph, Amplify, or coded; your choice of approach)
  • Building lighting systems from the ground up, owning global illumination, custom atmosphere and fog, baked and real-time approaches
  • Establishing the art production pipeline with the Lead Artist and our Lead Programmer
  • Optimising for our performance: Steam Deck, scaling up through PC and console
  • Experimenting with two-week exploration cycles, twice-weekly check-ins, and a lot of trust in between

This role is a 12 month fixed-term contract, salaried as a preference, but we are also open to day-rate contractors.

For Fixed term hires, most benefits are offered and matched to our permanent team: BUPA private medical, pension, profit share, flexible working, enhanced parental leave, 25 days holiday plus paid sick leave.

We can hire Hybrid or Remote, with hours that overlap the team's.

Time together at our London (Oval) studio is encouraged where possible, especially early on, but we're not limiting this search by geography. Our preference is to have some weekly in-studio time, but we will consider strong applicants who are based anywhere in the UK or Europe, with preparedness for travel to the studio regularly.

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