Senior VFX Engineer | Unity3D | Remote | Stylized Games

Beffio Studio

Polska

Hybrid

PLN 120,000 - 220,000

Full time

14 days+
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Benefits offered by this job

Fully remote work
Annual Beffio team retreats

Job summary

Beffio Studio is seeking a Senior VFX Engineer to join a major Unity3D game project as a remote contributor. You will own real-time VFX systems, prototype architectures, and scalable runtime solutions for high-frequency gameplay effects.

You will collaborate with VFX Artists, Technical Artists, and Gameplay/Rendering Engineers to deliver artist-friendly, GPU-driven effects, mobile optimization, and production-grade tooling. Fluent English is required.

Qualifications

  • Strong HLSL shader programming experience.
  • Fluency with node-based tools such as Shader Graph or Amplify.
  • Strong understanding of real-time rendering including blending, transparency, sorting, depth, instancing, and scriptable or custom render pipelines.
  • Experience shipping particle-based effects in Unity using Shuriken or equivalent systems.
  • Experience with mesh particles, trails, flipbooks, and shader-driven effects.
  • Experience designing scalable effect runtimes for high-frequency effects, including pooling, batching, prioritization, or budget management.
  • Strong C# gameplay or engine programming experience.
  • Experience with ECS/DOTS, Jobs, Burst, or equivalent performance-focused architecture is strongly preferred.
  • Strong understanding of mobile GPU optimization including overdraw, half precision, texture budgets, memory, and shader variants.
  • Unity editor tooling experience including custom inspectors, drawers, asset processors, or batch tools.
  • Understanding of Metal, Vulkan, and GLES, including platform-specific graphics limitations and shader or PSO warmup.
  • Strong communication skills across both artistic and engineering disciplines.
  • Fluent English.

Responsibilities

  • Develop scalable runtime systems for high-frequency gameplay effects.
  • Build solutions for pooling, shared emitters, batching, prioritization, and effect budgets.
  • Develop shaders using HLSL, Shader Graph, Amplify, or similar tools.
  • Work with particle systems, mesh particles, trails, flipbooks, procedural effects, and GPU-driven techniques.
  • Build artist-facing Unity tools, validators, custom inspectors, asset processors, and batch workflows.
  • Optimize effects for mobile GPUs, memory, overdraw, shader complexity, and runtime performance.
  • Collaborate with VFX Artists, Technical Artists, Gameplay Engineers, and Rendering Engineers.
  • Prototype new technical approaches and take successful solutions through to production.
  • Establish reusable templates, documentation, and technical standards for the VFX team.

Skills

HLSL shader programming
Shader Graph / Amplify
Real-time rendering concepts
C# gameplay/engine programming
Unity3D development
ECS/DOTS / performance architecture
Mobile GPU optimization
Unity editor tooling
Metal/Vulkan/GLES awareness
Strong communication
Fluent English

Tools

Unity
Shader Graph
Amplify
Shuriken

Job description

Senior VFX Engineer | Unity3D | Remote

Position Overview

Beffio is looking for an experienced Senior VFX Engineer to join a major game project developed in Unity3D.


This role sits between VFX, Technical Art, Rendering, and Engineering, focusing on the technology and scalable runtime systems behind real-time effects.


We are looking for someone who can take a question like \"can we make it look like this?\" and turn the visual idea into a solution that is performant, reusable, artist-friendly, and scalable across a large game.


You will work closely with VFX Artists and Engineers on shaders, particles, GPU-driven effects, runtime architecture, tooling, mobile optimization, and gameplay integration.


This is a senior individual contributor role with significant technical ownership, where you will be expected to prototype solutions, make architectural decisions, and take systems through to production.


Key Responsibilities


  • Develop scalable runtime systems for high-frequency gameplay effects.


  • Build solutions for pooling, shared emitters, batching, prioritization, and effect budgets.


  • Develop shaders using HLSL, Shader Graph, Amplify, or similar tools.


  • Work with particle systems, mesh particles, trails, flipbooks, procedural effects, and GPU-driven techniques.


  • Build artist-facing Unity tools, validators, custom inspectors, asset processors, and batch workflows.


  • Optimize effects for mobile GPUs, memory, overdraw, shader complexity, and runtime performance.


  • Collaborate with VFX Artists, Technical Artists, Gameplay Engineers, and Rendering Engineers.


  • Prototype new technical approaches and take successful solutions through to production.


  • Establish reusable templates, documentation, and technical standards for the VFX team.



Requirements


  • Strong HLSL shader programming experience.


  • Fluency with node-based tools such as Shader Graph, Amplify, or similar.


  • Strong understanding of real-time rendering including blending, transparency, sorting, depth, instancing, and scriptable or custom render pipelines.


  • Experience shipping particle-based effects in Unity using Shuriken or equivalent systems.


  • Experience with mesh particles, trails, flipbooks, and shader-driven effects.


  • Experience designing scalable effect runtimes for high-frequency effects, including pooling, batching, prioritization, or budget management.


  • Strong C# gameplay or engine programming experience.


  • Experience with ECS/DOTS, Jobs, Burst, or equivalent performance-focused architecture is strongly preferred.


  • Strong understanding of mobile GPU optimization including overdraw, half precision, texture budgets, memory, and shader variants.


  • Unity editor tooling experience including custom inspectors, drawers, asset processors, or batch tools.


  • Understanding of Metal, Vulkan, and GLES, including platform-specific graphics limitations and shader or PSO warmup.


  • Strong communication skills across both artistic and engineering disciplines.


  • Fluent English.



Nice to Have


  • Strong Unity DOTS/Entities experience.


  • Experience with ECS-based rendering or instanced material properties.


  • Compute shaders and GPU-driven effects.


  • Vertex animation techniques.


  • SDFs, procedural noise, and procedural rendering.


  • Experience with procedural or voxel geometry, dynamic meshes, hull generation, or custom lighting systems.


  • Networked gameplay effects including predicted versus confirmed events.


  • Experience with multiplayer or large-scale gameplay systems.


  • Strong artistic eye and ability to participate in VFX look development.


  • Experience building effects for mobile or other performance-constrained platforms.



Ownership

We are looking for someone who can:



  • Act as a bridge between artists and engineers.


  • Independently turn creative requests into workflows and technology that scale.


  • Prototype solutions quickly, validate them technically, and take them through to production.


  • Make informed technical decisions balancing visual ambition with runtime performance.


  • Review and improve systems created by others.


  • Leave behind clean systems, templates, documentation, and standards that make the whole team more effective.



What We Offer


  • Meaningful ownership over the technology powering VFX on a major Unity3D game project.


  • Direct collaboration with experienced VFX Artists, Technical Artists, Rendering Engineers, and Gameplay Engineers.


  • The opportunity to solve challenging rendering and performance problems.


  • A role where engineering directly enables creative ambition.


  • A highly collaborative international team.


  • Fully remote work.


  • Flexible contract options depending on location.


  • Competitive compensation based on experience and contract structure.


  • Annual Beffio team retreats.


  • The possibility of long-term collaboration as the project grows.


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