Technical Artist (Remote, Hybrid or On-site)

Vivid Games

Bydgoszcz

Hybrid

PLN 120,000 - 180,000

Full time

3 days ago
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Benefits offered by this job

Remote, hybrid or on-site work
Flexible working hours
Private healthcare
Remote-work support
Sports benefits

Job summary

Vivid Games is hiring a Technical Artist to bridge art and technology in our Unity-powered projects. You will build shaders, tools, and pipelines to enable artists to push creative ideas into real-time experiences.

You will collaborate with Art, UI/UX, and Development teams to ship high-quality visuals while balancing performance on mobile. Remote, hybrid or on-site work and a strong emphasis on ownership and growth define the role.

Qualifications

  • Strong knowledge of Unity including import settings, prefabs, materials, rendering, asset pipelines.
  • Experience in 3D production: modeling, UVs, baking, texturing, LODs, rigging.
  • Shader creation/optimization with Shader Graph/HLSL for 3D assets and UI/VFX.
  • 2D UI technical art: atlases, sprites, masking, 9-slice, animated UI, and draw call optimization.
  • Mobile optimization: profiling, overdraw, batching, memory management across devices.
  • Hands-on VFX/Particles work with shader-based effects optimized for mobile.
  • URP lighting/rendering: baked/mixed lighting, lightmaps, probes, post-processing.
  • Editor automation and tooling in C#; asset validation.
  • Profiling/debugging using Frame Debugger/Unity Profiler/RenderDoc to diagnose issues.
  • Art/UX/Development collaboration; defining standards and budgets.
  • Cinemachine knowledge: virtual cameras, blending, dolly/splines, complex sequences.
  • DOTween usage for UI/camera animation and performance optimization.

Responsibilities

  • Create shaders, effects, tools, and systems to bring the sport energy to life.
  • Collaborate with Art Director, Artists, Designers, and Engineers to ship polished visuals.
  • Own art standards and performance budgets for the Art Team.
  • Optimize for mobile: CPU/GPU, batching, textures, meshes, and VFX within budgets.
  • Work with URP camera systems and lighting to balance visuals and performance.
  • Develop editor tools and automation in C# to streamline workflows.
  • Contribute to the pipeline and content creation processes with practical tooling.

Skills

Unity / Art Pipeline
3D Production
Shaders & Materials
2D / UI Technical Art
Mobile Optimization
VFX / Particles
Lighting & Rendering
Tools & Automation
Profiling & Debugging
Technical Art Ownership
Cinemachine
DOTween

Tools

C# (C-Sharp)
Unity Profiler
RenderDoc

Job description

If you love turning creative ambition into reality — and believe technology should expand what we can imagine — we’d love to build what’s next with you. As a Technical Artist, you’ll turn bold ideas into experiences that make players feel the boxing atmosphere — the tension before the play, the rush of competition, and the thrill of the game. You’ll create the shaders, effects, tools, and systems that give artists new ways to bring the energy of sport to life. Working at the intersection of art, design, and technology, you’ll collaborate closely with our Art Director, Artists, Designers, and Engineers to create experiences that feel real.

We're looking for:
  • Unity / Art Pipeline - very strong knowledge of Unity, including import settings, prefabs, materials, rendering, asset pipelines, and content organization;

  • 3D Production - knowledge of modeling, UVs, baking, texturing, LODs, rigging/skinning, and preparing assets for real-time environments;

  • Shaders & Materials - creating and optimizing shaders in Shader Graph/HLSL for 3D assets as well as UI/2D/VFX;

  • 2D / UI Technical Art - atlases, sprites, masking, 9-slice, animated UI, material-based effects, texture optimization, and draw call optimization;

  • Mobile Optimization - CPU/GPU profiling, overdraw, batching, draw calls, memory, textures, meshes, VFX, shaders, and performance budgets across different device tiers;

  • VFX / Particles - hands-on experience with Particle Systems/VFX, shader-based effects, and their optimization for mobile;

  • Lighting & Rendering - URP, baked/mixed lighting, lightmaps, probes, post-processing, and conscious balancing of visual quality against performance;

  • Tools & Automation - creating simple tools and editor tools in C# (C-Sharp), automating repetitive processes, and asset validation;

  • Profiling & Debugging - experience with Frame Debugger, Unity Profiler, RenderDoc, or similar tools; ability to identify the root causes of visual and performance issues;

  • Technical Art Ownership - defining standards, benchmarks, and performance budgets for the Art Team, while communicating effectively across Art, UI/UX, and Development;

  • Cinemachine - very good knowledge of Unity’s camera system, including Virtual Cameras, blending, follow/aim, dolly/splines, camera shake, and building and debugging more complex camera sequences;

  • DOTween - practical knowledge of tweening for UI, cameras, objects, materials, and shader parameters; ability to build clear animation sequences and optimize them for mobile;

What do we offer?

An opportunity to develop your skills while working alongside experienced professionals.

A great culture and a decent dose of ownership — we trust you to make an impact.

Remote, hybrid or on-site work — whatever works best for you.

Flexible working hours with core hours from 10:00 to 14:00.

Available guidance to help you grow professionally.

As little bureaucracy and as much transparency as possible.

A stable salary reflecting your experience and skills.

Practical benefits, including remote-work support, sports benefits and private healthcare.

Recruitment flow for this specific position:

First interview + Test + Technical interview.

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