Senior VFX Artist - GameSim - Talent Pipeline · GameSim

Mon, 09 Mar 2026 10:56:28 GMT
Engineering

GameSim · British Columbia, Canada · remote

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.