Technical Artist (Unity / UI) at CommIT
Warsaw, Masovian Voivodeship, Poland -
Full Time


Start Date

Immediate

Expiry Date

08 Jun, 26

Salary

0.0

Posted On

10 Mar, 26

Experience

0 year(s) or above

Remote Job

Yes

Telecommute

Yes

Sponsor Visa

No

Skills

Unity, User Interface, Gameplay Features, Photoshop, Art Pipelines, Animation Pipelines, Programming Mindset, Optimization, Blender, Maya

Industry

Software Development

Description
As a Technical Artist, you will be part of the full creative pipeline. Your job is to build both new and support existing features within our games. You will be working and collaborating with the Development, Art and Animation departments, and be a full participant in the product lifecycle and pipeline. You'll be building both UI and Gameplay features in Unity with specific technical requirements from all departments related to the features lifecycle. You’ll be in charge of creating the skeleton infrastructure that leads to the features support in both Development and Animation and also in charge of implementing the final design and visual aspect of the feature. Requirements Requirements Unity (strong): build/maintain UI + gameplay features, implement the final visuals, and set up the supporting “skeleton” infrastructure that connects Dev + Animation needs. Photoshop (advanced): heavy day-to-day use for production art implementation. Art & Animation pipelines: solid understanding of workflows (how assets move from art/animation into the game). Programming mindset: comfortable working with technical logic/infrastructure and collaborating on technical solutions (not necessarily a pure engineer, but must “speak code”). Optimization for mobile/game size: proven ability to reduce memory/size (e.g., 9-slicing, efficient UI/art setup). 3D tools: Blender preferred (or Maya). Experience: 2+ years in the gaming industry.
Responsibilities
The Technical Artist will be responsible for building and supporting new and existing game features within Unity, focusing on both UI and gameplay elements. This involves collaborating across Development, Art, and Animation departments to implement final designs and establish necessary supporting infrastructure.
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