VFX-artist (Unity, mobile) (remote)
IGN Solutions
- Travail à distance
What are you working on?
- The name of the project(s): Station
- At what stage of the project(s)? Soft Lunch
- Genres: Action, Casual
- Platforms: Android, iOS
Station is a mobile isometric roguelite arcade game for Android and iOS. Players fight off waves of enemies, level up heroes and weapons, and build and upgrade stations. The project is live, updated regularly, and continuously growing in content.
Tech stack: Unity 6, URP, Shader Graph, classic Particle System. Our effects are currently assembled from Asset Store packs — we're looking for someone to replace them with a cohesive, original style.
About the role
You will be the first dedicated VFX artist on the project and will own the entire effects pipeline: weapons (muzzle flashes, projectiles, hits, explosions), hero abilities, station construction and upgrades, meta-game and UI (rewards, progression, accents). You'll work closely with the game designer and the programmers, and deliver effects as ready-to-use prefabs.
Team size and structure?
~10 people
For which tasks (responsibilities)?
Create series of weapon and ability effects in a single, unified project style.
Build meta-game effects: station upgrades, reward reveals, progression, UI accents.
Write effect shaders in Shader Graph (URP) and author the textures/flipbooks for them.
Gradually replace the current Asset Store effects with original work.
Optimize for mobile: overdraw, particle budget, atlases; validate on mid-range and low-end devices.
Deliver effects as finished prefabs: correct pivots, auto-stop, clear parameters for hooking up from code.
What kind of professional are we looking for?
2+ years of real-time VFX experience in Unity, mobile projects required.
Confident command of Unity Particle System (Shuriken): sub-emitters, trails, custom data, noise/velocity modules.
Shader Graph for URP: your own shaders (dissolve, distortion, flipbook, vertex animation, soft particles) — not just assembling pre-made node packs.
Understanding of the mobile render budget and the ability to profile your own effects (Frame Debugger, Profiler).
VFX texture authoring: Photoshop/Krita plus one simulation/procedural tool (EmberGen, Houdini, Substance Designer).
Ability to work in stylized graphics and match an existing art style.
Portfolio with in-game real-time effects (required).
What is important for us in a person?
Experience reworking Asset Store effects into a unified style — that's exactly our first task.
Basic HLSL; VFX meshes in Blender (projectiles, shockwaves, ribbons).
Experience with isometric / top-down cameras.
Understanding of the C# side: effect pooling, triggering from code; DOTween/Timeline for composite effects.
A feel for game feel: timing, anticipation/impact, screen shake, hit stop.
Why do we enjoy working here?
Remote work with a flexible schedule.
Per-task (piecework) payment — scope and rate agreed per batch of effects.
A live project with regular updates and a growing content pipeline.
Full ownership of the VFX direction: you set the style, not maintain someone else's.
The selection process
Send your portfolio / showreel with real-time in-game effects and a short note about your role in each project to Voir email sur ingamejob.com
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