Remote VFX Artist for AAA VR FPS

Experis Technology Group

Seattle (WA)

On-site

USD 69,000 - 103,000

Full time

3 days ago
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Benefits offered by this job

Health Insurance
401(k) + Match
Weekly Pay
Dental Plan

Job summary

Experis Technology Group seeks a VFX Artist IV to join a AAA VR FPS project as a 3D Artist IV. Remote work with a focus on real-time VFX for immersive gameplay, including VR‑readable effects and performance‑conscious design.

The candidate will design particle systems and shaders, collaborate with Art Direction, Design, and Engineering, and help maintain pipelines to push visual fidelity on VR hardware.

Qualifications

  • 5+ years of real-time VFX experience in AAA game development.
  • Shipped at least one multiplayer FPS or action title.
  • Expert proficiency with Unity particle systems (VFX Graph or Shuriken) and shader authoring.
  • Strong understanding of GPU performance budgets and mobile/VR optimization techniques.
  • Experience with node-based shader editors and custom shader development.

Responsibilities

  • Create, implement, and optimize real-time visual effects for a AAA VR FPS title.
  • Design and author particle systems, shaders, and post-process effects for VR performance.
  • Collaborate with Art Direction, Design, and Engineering to support gameplay readability and fidelity.
  • Build and maintain VFX asset pipelines, including LOD strategies and GPU-friendly mobile VR rendering.
  • Contribute to visual quality standards across weapons, environments, and feedback systems.

Skills

VFX experience
Unity particle systems
Shader authoring
GPU performance budgets
VR optimization
Node-based shader editors

Tools

VFX Graph
Shuriken

Job description

Experis Technology Group seeks a VFX Artist IV to join a AAA VR FPS project as a 3D Artist IV. Remote work with a focus on real-time VFX for immersive gameplay, including VR‑readable effects and performance‑conscious design.

The candidate will design particle systems and shaders, collaborate with Art Direction, Design, and Engineering, and help maintain pipelines to push visual fidelity on VR hardware.

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