# VFX Artist - GameSim - Talent Pipeline

**Company**: GameSim
**Location**: New Orleans
**Work arrangement**: remote
**Experience**: senior
**Job type**: full-time
**Salary**: $90,000–$120,000
**Category**: Engineering
**Industry**: Technology
**Wikidata**: https://www.wikidata.org/wiki/Q15070342

**Apply**: https://apply.workable.com/j/8B79622F7B?utm_source=yubhub.co&utm_medium=jobs_feed&utm_campaign=apply
**Canonical**: https://yubhub.co/jobs/job_4c4e2171-092

## Description

We are looking for a VFX Artist with strong real-time effects skills, solid technical judgment, and the potential to grow into broader lead responsibilities over time. This role is ideal for someone who enjoys creating high-quality visual effects while also helping teams stay aligned, organized, and efficient.

As a VFX Artist at GameSim, you will create custom real-time visual effects and implement them in-engine using Unreal Engine 5, Unity, or proprietary tools. You will build high-quality effects for gameplay, environments, cinematics, atmosphere, combat, interaction, destruction, UI/game feedback, and other project needs.

Responsibilities:

- Create custom real-time visual effects and implement them in-engine using Unreal Engine 5, Unity, or proprietary tools.

- Build high-quality effects for gameplay, environments, cinematics, atmosphere, combat, interaction, destruction, UI/game feedback, and other project needs.

- Create all necessary textures, flipbooks, materials, meshes, simulations, and supporting assets for real-time VFX.

- Maintain clean, readable, well-structured material graphs, Niagara systems, parameters, naming conventions, and reusable effect setups.

- Use tools such as Photoshop, Substance Designer, Blender, Houdini, Maya, EmberGen, or other software as needed to support effect creation.

- Work with complex material setups, Blueprints, scripting hooks, animation events, gameplay triggers, or engine-specific implementation needs.

- Troubleshoot VFX issues in partnership with Technical Art, Engineering, Design, Animation, Audio, and other disciplines.

- Own VFX optimization fundamentals, including particle counts, overdraw, shader cost, texture memory, spawn rates, scalability settings, and platform performance constraints.

- Help ensure effects are readable, performant, and aligned with gameplay needs, art direction, timing, mood, and player feedback.

- Review work from internal artists, partner studios, or external vendors and provide clear, constructive, actionable feedback.

- Help maintain a consistent quality bar across a set of effects, a feature, a level, or a small team pod.

- Support short-term planning by helping break down VFX requests into clear tasks, priorities, dependencies, risks, and definitions of done.

- Proactively identify production risks, including missing gameplay hooks, performance spikes, unclear direction, pipeline gaps, dependency issues, or inconsistent style execution.

- Collaborate closely with Designers, Concept Artists, Art Directors, Technical Artists, Engineers, Animators, Audio Designers, and Producers.

- Support client-facing communication when needed by clarifying requirements, sharing WIP, explaining constraints, and aligning on expected outcomes.

- Contribute to VFX workflow improvements, reusable templates, documentation, libraries, naming standards, or scalability rules when appropriate.

Requirements:

- 5+ years of professional game industry experience as a real-time VFX Artist or similar role.

- At least one shipped game title.

- Proven end-to-end real-time VFX workflow experience, from concept and asset creation through in-engine implementation and polish.

- Strong experience implementing effects in Unreal Engine 4 or 5, with strong working knowledge of Niagara.

- Strong particle animation fundamentals, including timing, rhythm, shape language, motion, impact, anticipation, dissipation, and readability.

- Strong understanding of natural energies and materials such as fire, smoke, water, electricity, magic, dust, debris, explosions, atmospherics, and environmental effects.

- Strong material and texture creation skills using tools such as Photoshop, Substance Designer, or similar software.

- Ability to create clean, readable, and well-constructed material graphs and VFX systems.

- Demonstrated understanding of real-time VFX optimization, including particle counts, overdraw, memory usage, material cost, scalability, and performance constraints.

- Ability to balance visual impact, gameplay clarity, technical cost, and production schedule.

- Strong communication skills, including clear written updates, verbal communication, documentation, and actionable feedback.

- Ability to interpret vague creative, design, or client direction and turn it into clear VFX tasks or implementation plans.

- Experience mentoring, reviewing, or guiding other artists. A formal Lead title is not required, but leadership behaviors are important.

- Comfortable collaborating across disciplines and working with design, engineering, technical art, production, and art direction.

- Strong ownership, follow-through, organization, and problem-solving ability.

- Interest in growing into broader leadership responsibilities over time.

Nice to Have:

- Proficiency with common production tools such as Perforce, Jira, Miro, and Confluence.

- Houdini experience.

- EmberGen experience.

- Unity experience.

- Substance Designer experience.

- Experience with proprietary engines or custom VFX tools.

- Scripting or coding skills, such as C#, Python, Blueprint, or similar.

- 2D animation or traditional animation experience.

- 3D animation, simulation, or procedural content creation experience.

- Experience creating both stylized and realistic effects.

- Experience with foliage, atmospherics, environmental effects, weather, destruction, or ambient world VFX.

- Experience working with outsourcing, co-development teams, partner studios, or external vendors.

- Experience collaborating with teams across different countries, cultures, and time zones.

- Experience establishing VFX standards, templates, naming conventions, libraries, scalability rules, or pipeline documentation.

- Experience supporting client reviews, milestone deliveries, or cross-studio feedback loops.

- Experience leading a small pod, strike team, feature group, or informal group of artists.

Portfolio Requirements:

- Please include a portfolio that clearly demonstrates your real-time VFX capabilities.

- Your portfolio must include:

- Real-time VFX assets with strong readability, timing, shape language, and clearly understandable visual elements.

- At least one example shown in a real-time gameplay context, preferably a video of the effect happening in-game or during interactive gameplay.

- Examples of strong material definition and texture work, with clean, readable, well-constructed setups.

- Effects that demonstrate fundamentals such as composition, mood, color choices, timing, motion, impact, readability, and understanding of natural energies.

- Examples of effects implemented in-engine, preferably in Unreal Engine 4 or 5 / Niagara.

- Breakdowns showing your process, including textures, materials, emitters, and procedural content creation.

## Skills

### Required
- Unreal Engine 5
- Unity
- Niagara
- Particle animation
- Material and texture creation
- Real-time VFX optimization
- Visual effects creation
- Gameplay implementation
- Engine-specific implementation
- Scripting or coding skills
- Leadership behaviors

### Nice to have
- Houdini
- EmberGen
- Substance Designer
- Proprietary engines or custom VFX tools
- 2D animation or traditional animation
- 3D animation, simulation, or procedural content creation
- Foliage, atmospherics, environmental effects, weather, destruction, or ambient world VFX
- Outsourcing, co-development teams, partner studios, or external vendors
- Collaborating with teams across different countries, cultures, and time zones
- Establishing VFX standards, templates, naming conventions, libraries, scalability rules, or pipeline documentation
- Supporting client reviews, milestone deliveries, or cross-studio feedback loops
- Leading a small pod, strike team, feature group, or informal group of artists

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