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Tech Artist - 2d Project (Unity)

Role overview

Qualifications

  • Experience working in at least one other game company
  • Unity development
  • C# and HLSL (high level shading language) and Shader graph
  • Experience with ToonBoom or other 2d animation software

Responsibilities

  • Build and maintain art pipelines and tools that move assets efficiently from DCC applications into engine (Unity)
  • Develop and debug shaders and materials in collaboration with artists and engineers
  • Create particle and visual effects
  • Establish and enforce technical art standards, naming conventions, LODs, texture budgets, poly counts

Key facts

Hard skills

Other skills

  • Collaboration

About the company

Pine Creek Games logo

Pine Creek Games

  • Video Games & Esports
  • TPE
  • 2–10
Pine Creek Games is currently working on an unannounced video game that is a cosy take on the survival crafting genre.

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Job description

Pine Creek Games is looking for a Tech Artist or Art Programmer. We require experience working in at least one other game company, preferably a small indie studio like ours.

You will become a part of a small team of around 9 members, where you will help with shader implementation and anticipating issues with performance. As well as particles, lighting, colour grading, shadows, and additional post-processing.

We are a fully remote company with no office, so you can work from where you want, within the required time zone, so we can still meet for daily syncs. We offer a friendly work environment and strive to make it a safe and inclusive workplace.

What we offer:

  • Salary of 40.000 DKK Monthly
  • Remote workplace within CEST time zone + or - 2 hours
  • A positive and friendly work environment

Your responsibilities are:

  • Build and maintain art pipelines and tools that move assets efficiently from DCC applications (Photoshop, ToonBoom.) into engine (Unity)
  • Develop and debug shaders and materials in collaboration with artists and engineers
  • Create particle and visual effects
  • Set up and troubleshoot character rigs, skinning, and animation pipelines
  • Establish and enforce technical art standards, naming conventions, LODs, texture budgets, poly counts
  • Profile and optimize art assets for performance (draw calls, memory, shader complexity)
  • Collaborate closely with engineers on engine-side rendering features and with artists on workflow pain points
  • Document pipelines and tools

Candidate Must have Experience with:

  • Unity development
  • C# and HLSL (high level shading language) and Shader graph
  • ToonBoom or other 2d animation software
  • Switch and Mobile port optimization

Practical Info:

  • Contract type: Freelance/Consultant
  • Contract duration: 4-5 month contract
  • Deadline: Rolling applications until we find a candidate.
  • Consultancy start: As soon as possible

We will keep the job posting active until we find a suitable candidate and we will only be accepting applications in the CEST Time zone + 1 or- 2 hours. Application only accepted through Breezy. Please don't contact us on LinkedIn or other platforms as we use Breezy for application sorting.

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