Senior Unity VFX Engineer (Remote)

Jobgether SRL

Netherlands

Remote

EUR 90,000 - 130,000

Full time

4 days ago
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Benefits offered by this job

Fully remote work
Competitive compensation
Annual team retreats
Flexible contract options

Job summary

Lever, Inc. is seeking a Senior VFX Engineer in the Netherlands to own runtime VFX technology for a major Unity3D game project. You will prototype, design, and productionize shader-driven effects, mesh particles, and GPU-based visuals, collaborating with artists and engineers to balance quality with performance.

The role covers high-frequency effect systems, editor tooling, mobile optimization, and scalable runtime architecture, with strong ownership and cross-functional impact.

Qualifications

  • Strong experience with HLSL shader programming and real-time VFX development.
  • Fluency with node-based shader tools such as Unity Shader Graph, Amplify, or similar technologies.
  • Strong knowledge of real-time rendering concepts, including blending, transparency, sorting, depth, instancing, and Scriptable or custom render pipelines.
  • Proven experience shipping particle-based effects in Unity, including Shuriken or equivalent systems.
  • Hands-on experience with mesh particles, trails, flipbooks, shader-driven effects, and procedural VFX techniques.
  • Experience designing scalable runtime systems for high-frequency effects, including pooling, batching, prioritization, and performance budgeting.
  • Strong C# programming skills, ideally within gameplay, engine, or performance-critical systems.
  • Experience with ECS/DOTS, Jobs, Burst, or equivalent performance-oriented architectures is strongly preferred.
  • Strong understanding of mobile GPU optimization, including overdraw, half precision, texture and memory budgets, shader variants, and runtime constraints.
  • Experience creating Unity Editor tooling such as custom inspectors, property drawers, asset processors, and batch tools.
  • Understanding of Metal, Vulkan, and GLES, including platform-specific graphics limitations and shader or PSO warmup considerations.
  • Strong communication and collaboration skills, with the ability to work effectively across artistic and engineering disciplines.
  • Fluent English.

Responsibilities

  • Develop scalable runtime systems for high-frequency gameplay effects, including pooling, shared emitters, batching, prioritization, and effect budgets.
  • Design and implement shaders using HLSL, Shader Graph, Amplify, or comparable technologies.
  • Build and optimize particle-based effects using mesh particles, trails, flipbooks, procedural techniques, and GPU-driven approaches.
  • Create artist-facing Unity tools, including custom inspectors, validators, asset processors, batch workflows, and reusable production utilities.
  • Optimize VFX for mobile and other performance-constrained platforms, with a focus on GPU performance, memory usage, overdraw, shader complexity, and runtime efficiency.
  • Collaborate closely with VFX Artists, Technical Artists, Gameplay Engineers, and Rendering Engineers to translate creative requirements into robust technical solutions.
  • Prototype new rendering and VFX approaches, validate their technical feasibility, and bring successful solutions through to production.
  • Establish reusable templates, workflows, documentation, and technical standards that improve the efficiency and consistency of the wider VFX team.
  • Act as a bridge between artistic and engineering disciplines, making informed technical decisions that balance visual quality, scalability, and performance.
  • Review and improve existing systems while leaving behind clean, maintainable technology that benefits the broader team.

Skills

HLSL shader
Shader graph
Real-time rendering
Shuriken
Mesh particles
Procedural VFX
Unity Editor tooling
C# programming
ECS/DOTS
Mobile GPU optimization
Performance budgeting
Pooling
Batching

Tools

Unity

Job description

Lever, Inc. is seeking a Senior VFX Engineer in the Netherlands to own runtime VFX technology for a major Unity3D game project. You will prototype, design, and productionize shader-driven effects, mesh particles, and GPU-based visuals, collaborating with artists and engineers to balance quality with performance.

The role covers high-frequency effect systems, editor tooling, mobile optimization, and scalable runtime architecture, with strong ownership and cross-functional impact.

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