Technical Artist (Remote, Hybrid or On-site) We’re one of the leading Polish mobile game developers and publishers from Bydgoszcz. For nearly 20 years, our passionate team has been on a mission to entertain players with great games! APPLY 👉 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. Department Game Development Role Graphics Locations Remote Employment type Full-time Remote Applicant tracking system by Teamtailor
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