Job Description

Were looking for a Technical Artist with strong Unity experience to own how the game feels in motion inside the engine. This role sits at the intersection of art, motion, and engineering, focused on building reusable systems that make core gameplay moments feel premium and responsive.


You are not creating offline animations or mockups. You are implementing real-time motion systems inside Unity that run smoothly on mobile devices while driving retention and in-app purchase moments.


If you enjoy building scalable pipelines, solving performance challenges, and turning creative intent into efficient runtime systems, this role is a strong fit.


Why Youll Want to Join

  • You will be paid in USD (bi-monthly: every 15th and 30th)
  • Paid Time Off in accordance with company policy
  • Observance of Holidays per company guidelines
  • 100% remote setup with collaboration across European and US time zones
  • High ownership in a venture-backed mobile game with global reach
  • Direct collaboration with product, art, motion, and engineering
  • Opportunity to define systems that improve team velocity long term


What Youll Work On

Unity Motion Implementation

  • Implement animation-heavy game moments in Unity including pack openings, card upgrades, reward reveals, rarity moments, celebrations, and UI transitions
  • Build and maintain reusable prefabs, timelines, state machines, and animation systems
  • Ensure motion content is modular and configurable for LiveOps updates

Performance Ownership

  • Profile and optimize animated moments using Unitys built-in tooling
  • Make smart tradeoffs to maintain stable performance on mobile devices
  • Manage asset loading strategies to support a smooth player experience

Scalable Pipeline Development

  • Establish authoring conventions and implementation standards for the team
  • Build reusable animation and VFX modules with data-driven tuning hooks
  • Enable designers to adjust intensity, duration, and parameters without code changes
  • Standardize asset import settings, compression, and shader variants

Bridge Between Art and Engineering

  • Translate motion and art intent into performant runtime systems
  • Communicate engine constraints back to creative teams in actionable ways
  • Reduce back-and-forth by creating clean handoff processes and documentation

Tooling and AI-Accelerated Workflows

  • Write production-quality C# for tooling and runtime systems
  • Build editor utilities, validation scripts, and automation helpers
  • Use AI tools to accelerate prototyping, documentation, setup, and iteration
  • Improve team efficiency through small, practical internal tools


What You Bring

  • 5+ years of experience in games with Unity as a primary engine
  • Strong experience implementing animation-heavy features across UI and hybrid 2D or 3D scenes
  • Solid understanding of mobile performance constraints and how to work within them
  • Proficiency with core Unity animation and VFX systems
  • Strong C# skills for both runtime and editor tooling
  • Experience building reusable, scalable systems rather than one-off solutions
  • Comfort working in a fast-paced startup environment with shifting priorities

Nice to Have

  • Experience supporting LiveOps pipelines and scalable content systems
  • Familiarity with UGUI or UIToolkit and their performance implications
  • Shader optimization experience
  • Experience translating After Effects or motion design concepts into real-time Unity implementations


How to Apply

Please include:

  1. Your updated resume
  2. A portfolio link or examples of shipped Unity work demonstrating real-time animation systems
  3. A short Loom video (1 to 2 minutes) explaining a performance or pipeline problem you solved in Unity

Only candidates who submit both a portfolio and Loom video will be moved to the next step of the hiring process.


If you enjoy owning performance, building systems that scale, and making mobile gameplay feel tight and intentional at runtime, this role offers strong ownership and visible impact across the product.


Job Details

Role Level: Mid-Level Work Type: Full-Time
Country: Philippines City: Manila, National Capital Region
Company Website: https://hireoverseas.com Job Function: Design & Creative Arts
Company Industry/
Sector:
Software Development

What We Offer


About the Company

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