Senior 3D Gameplay Artist: Shape & Animate Core Gameplay

Homa Games SAS

Polska

Hybrid

PLN 263,000 - 394,000

Full time

14 days+
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Benefits offered by this job

Insurance
Meal vouchers
Public transport
Gym memberships
Paris HQ Access
Coworking Access
Home office setup allowance

Job summary

Homa Games SAS seeks a Senior 3D Gameplay Artist to own gameplay objects end to end on All in Hole. You will take a mechanic from rough greybox to a shipped, playable build that feels fun, working with designers and art directors in a lean team where one person owns the result.

You’ll prototype, model, animate, and implement in Unity, including prefabs, state machines, and colliders, while pushing the boundaries of animation, timing, VFX, and AI‑assisted workflows to keep players engaged.

Qualifications

  • Experience creating 3D assets for core gameplay in games.
  • Ability to explain design intent behind animation choices and timing.
  • Strong skills in timing, weight and readability of visuals.
  • Familiarity with VFX and particle systems to reinforce gameplay clarity.
  • Willingness to adapt across animation, modelling and effects as needed.
  • Excellent communication and collaboration in a lean team.

Responsibilities

  • Prototype mechanics with design, block out ideas in 3D for testing.
  • Model, animate, and add VFX and color for engaging objects.
  • Implement and iterate in Unity, building prefabs and state machines.
  • Spot constraints early and propose practical alternatives.
  • Leverage AI tools to speed up workflows and expand capabilities.

Skills

Gameplay design sense
3D asset creation
Animation timing
VFX
Communication

Tools

Unity3D

Job description

Homa Games SAS seeks a Senior 3D Gameplay Artist to own gameplay objects end to end on All in Hole. You will take a mechanic from rough greybox to a shipped, playable build that feels fun, working with designers and art directors in a lean team where one person owns the result.

You’ll prototype, model, animate, and implement in Unity, including prefabs, state machines, and colliders, while pushing the boundaries of animation, timing, VFX, and AI‑assisted workflows to keep players engaged.

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