# Senior VFX Artist - GameSim - Talent Pipeline

**Company**: GameSim
**Location**: British Columbia, Canada
**Work arrangement**: remote
**Experience**: senior
**Job type**: full-time
**Category**: Engineering
**Industry**: Technology
**Wikidata**: https://www.wikidata.org/wiki/Q15070342

**Apply**: https://apply.workable.com/j/7F69CE7B14
**Canonical**: https://yubhub.co/jobs/job_bc5b0a3e-24c

## Description

## Senior VFX Artist Role

We're seeking a Senior VFX Artist to join our team. As a senior, production-focused role, you'll create game-ready real-time VFX end-to-end: texturing/materials → particle effects → implementation in a proprietary or commercial engine.

### Responsibilities

- Create custom real-time visual effects and implement them in engine (UE5, Unity, or proprietary).

- Create all necessary textures and materials; maintain clean, readable graphs and parameterization.

- Utilize additional software tools like Photoshop, Blender, Houdini, or Maya as needed.

- Understand complex material setups, blueprints, or scripting hooks; troubleshoot issues and partner with Tech Art/Engineering.

- Own optimization fundamentals: budgets, overdraw, particle counts, memory/perf constraints, and console targets.

- Set quality bar, provide clear reviews/paintovers, and guide VFX execution for small pods or strike teams.

- Proactively identify risks (missing hooks, perf spikes, unclear direction), propose solutions, and escalate early.

- Collaborate closely with Designers, Concept Artists, and the Art Director; partner with Tech Art/Engineering as needed.

- Support client-facing communication when required: clarify requirements, share WIP, and align on “definition of done.”

- Assign tasks, set short-term priorities, and maintain a healthy backlog.

### Requirements

- Minimum 8-years of professional game industry experience with at least one shipped title.

- Proven end-to-end real-time VFX workflow experience working in-engine implementation in Unreal Engine 4 or 5 and Niagara.

- Strong particle animation fundamentals and shape language (readability, timing, impact).

- Strong material and texture creation skills in Photoshop and/or Substance Designer.

- Demonstrated optimization knowledge (particle counts, overdraw budgets, performance constraints).

- Leadership-level communication: clear written and verbal updates, actionable feedback, strong collaboration habits.

- Experience mentoring or leading other artists (formal lead role not required, but leadership behaviors are).

- Can work Central (CT) core hours with possible overlap hours with Pacific (PT) or Eastern (ET).

- Work options are flexible: remote / hybrid / onsite.

### Nice-to-have

- Houdini experience.

- Substance Designer experience.

- EmberGen experience.

- Unity experience.

- Scripting or coding skills (C#, Python, etc.).

- 2D or 3D animation skills.

- Versatility across stylized and realistic work; foliage/atmospherics experience.

- Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules).

### Portfolio requirements

Your portfolio must include:

- Run-time VFX assets with strong readability and clearly understandable elements.

- Strong material definition and texture work (clean, readable, well-constructed).

- Evidence of fundamentals: composition, mood, readability, color choices, animation timing, and understanding of natural energies (fire, water, smoke, etc.).

- At least one example shown in a real-time context implemented in-game (video of the effect happening during gameplay).

- Bonus (strongly preferred): an example showing leadership impact—before/after mentorship, a small set of effects kept consistent across a style bar, or breakdowns/templates you built.

## Skills

### Required
- Unreal Engine 4 or 5
- Niagara
- Particle animation fundamentals
- Material and texture creation skills in Photoshop and/or Substance Designer
- Optimization knowledge (particle counts, overdraw budgets, performance constraints)
- Leadership-level communication
- Experience mentoring or leading other artists

### Nice to have
- Houdini experience
- Substance Designer experience
- EmberGen experience
- Unity experience
- Scripting or coding skills (C#, Python, etc.)
- 2D or 3D animation skills
- Versatility across stylized and realistic work; foliage/atmospherics experience
- Experience establishing VFX standards/pipeline (templates, naming, libraries, scalability rules)
