Videogame – Realtime Senior VFX Artist

L5

one man studioNew York, NYyesterday
About One Man Studio We partner with major AAA teams to ship real-time content. Senior, hands-on, fully remote.
The Role: Work embedded with the development team to conceive, prototype, and ship stylised-realism VFX for characters and environments. You’ll own lookdev, integration, and performance in our proprietary engine, collaborating tightly with Animation, Design, Tech Art, Environment/Lighting, and Audio to keep effects readable, on-style, and within budget.
What You’ll Do: Concept to Ship: Explore references, sketch/test looks, build prototypes, and take effects through production to final. Author effects: Create particle systems/emitters, shader/material graphs, flipbooks, mesh-based FX, decals, and simple UI cues. Readability & style: Nail timing, silhouettes, value/color, and screen economy so FX land under gameplay camera and lighting—expressive yet grounded. Integration: Drive hooks via engine scripting or animation/gameplay events; expose tunables so designers and animators can iterate safely. Performance: Profile with engine tools/frame captures; manage bounds, LODs, culling, update rates, and quality tiers to hit budgets. Libraries & templates: Maintain textures/flipbooks/curves and reusable system templates; partner with Tech Art on validators and small utilities. Cross-discipline cohesion: Sync with Lighting on exposure/grade, with Design on telegraphy, and with Audio on beats/sync. Documentation: Provide succinct breakdowns and parameters so other pods can reuse and extend systems.
Requirements: 5+ years creating real-time VFX for games; 1+ shipped AA/AAA title (or equivalent live product). Strong game-engine VFX background: modern particle tools, material/shader graphing, scripting/visual scripting, and timeline/cinematic tools; solid GPU/CPU trade-off intuition. Authoring chops: flipbook creation (Substance/Houdini/Photoshop), ribbons/trails, mesh/lighting interactions, decals. Proven eye for timing, shape language, value/color, and gameplay readability in a stylised-realism aesthetic. Performance-minded under production lighting; comfortable profiling and optimizing. Clear communicator; reliable in a remote, multi-time-zone team.
Nice to Have: Houdini for VFX meshes/flipbooks and utility tools. Fluid/volumetric lookdev (smoke/fire) and stylised FX techniques. Basic C++/Python for tooling; custom data bindings/interfaces to drive FX. Portfolio Show final, in-engine VFX with succinct breakdowns: particle graphs, shader snippets, flipbook sources, perf notes (overdraw/shader cost/calls), and gameplay captures under production lighting. If we can’t see process and results, we can’t assess.
What Success Looks Like: Effects are clear, on-style, and on budget —no late surprises. Systems and templates are reusable, speeding up other pods. Tight integration with Design/Animation results in fewer iteration loops and faster approvals.
Apply now
Apply now

Level

SeniorL5

Location

New York, NY

Occupation

Special Effects Artists and Animators

Industry

Motion Picture and Video Production

Posted

yesterday

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